Browsing 'Programming': Posts from Game Design and Programming

Unity

To develop the game, we decided to use the game engine Unity. The reasoning behind this was that all the programmers in the team had used this engine before. The other reason was that Unity already had vehicle examples which we could use to make our driving.

Program: Programming

Unity

To develop the game, we decided to use the game engine Unity. The reasoning behind this was that all the programmers in the team had used this engine before. The other reason was that Unity already had vehicle examples which we could use to make our driving.

Program: Programming

The Aim and Purpose

The purpose of the project was to explore if connecting a dialogue system with racing, and affecting an AI to race differently so to create a story that is told both on and off track that is compelling to a player. To make this interesting we designed mechanics where each system affects the other to create dynamics for the player. Along with using MDA to amplify our aesthetic goal of making the player feel like a racing driver.

Program: Programming

The Aim and Purpose

The purpose of the project was to explore if connecting a dialogue system with racing, and affecting an AI to race differently so to create a story that is told both on and off track that is compelling to a player. To make this interesting we designed mechanics where each system affects the other to create dynamics for the player. Along with using MDA to amplify our aesthetic goal of making the player feel like a racing driver.

Program: Programming

Design Document

As Lead Designer, my role demanded me to communicate the design of the game to the rest of the team. The easiest and most tested way of doing this is by creating a design document. The document should describe every part of a game, but it should also change during development as testing changes how the game is designed. To properly communicate the design to the team I routinely asked the other team members to read through the document as […]

Program: Programming

Design Document

As Lead Designer, my role demanded me to communicate the design of the game to the rest of the team. The easiest and most tested way of doing this is by creating a design document. The document should describe every part of a game, but it should also change during development as testing changes how the game is designed. To properly communicate the design to the team I routinely asked the other team members to read through the document as […]

Program: Programming

Planning

After the pitch for the game was approved, a plan was required so that the ones responsible for the course could see that we were going to make the vertical slice within the time allotted for development. In the concept, we had decided what the vertical slice would consist of. The planning was a collaborative effort of the entire group, because each member has an area that they know how much time is necessary for each artifact. In the planning […]

Program: Programming

Planning

After the pitch for the game was approved, a plan was required so that the ones responsible for the course could see that we were going to make the vertical slice within the time allotted for development. In the concept, we had decided what the vertical slice would consist of. The planning was a collaborative effort of the entire group, because each member has an area that they know how much time is necessary for each artifact. In the planning […]

Program: Programming

Concept

Before the course started the students received a chance to pitch a game idea. In these pitch sessions, the students received feedback from both members of the institution and their peers. During this stage I wrote the concept for Fast Gear and pitched it during the first one of these sessions. The pitch consisted of the core ideas of Fast Gear from the perspective of improving the racing class Formula 1. The feedback I received from Jakob Berglund Rogert consisted […]

Program: Programming

Concept

Before the course started the students received a chance to pitch a game idea. In these pitch sessions, the students received feedback from both members of the institution and their peers. During this stage I wrote the concept for Fast Gear and pitched it during the first one of these sessions. The pitch consisted of the core ideas of Fast Gear from the perspective of improving the racing class Formula 1. The feedback I received from Jakob Berglund Rogert consisted […]

Program: Programming

An Introduction and the Design Document

Hello and welcome to my blog. In this blog I will describe the development process of Fast Gear. Fast gear is a story-based racing game with art and sound inspired by the 80s. In Fast Gear the player will race around circuits all over the world against AI opponents that each have personality. But the player will meet these characters off track as well. Off track the player will be able to spend time with their opponents to fom relationships […]

Program: Programming

An Introduction and the Design Document

Hello and welcome to my blog. In this blog I will describe the development process of Fast Gear. Fast gear is a story-based racing game with art and sound inspired by the 80s. In Fast Gear the player will race around circuits all over the world against AI opponents that each have personality. But the player will meet these characters off track as well. Off track the player will be able to spend time with their opponents to fom relationships […]

Program: Programming

Leon is split into pieces!!

So we made a really ballsy decision last week, considering it’s very close to GGC. We made the decision to split Olivias plushie, Leon, into different pieces that the player could then find throughout the game. The reason we did this, was that we did not really feel like we gave the player any motivation to continue to move through the game.
Anyway, so Leon now gets ripped in pieces at the beginning of the game, and your quest is to […]

Program: Programming

Leon is split into pieces!!

So we made a really ballsy decision last week, considering it’s very close to GGC. We made the decision to split Olivias plushie, Leon, into different pieces that the player could then find throughout the game. The reason we did this, was that we did not really feel like we gave the player any motivation to continue to move through the game.
Anyway, so Leon now gets ripped in pieces at the beginning of the game, and your quest is to […]

Program: Programming

Music and sound effects

Music and sound effects are a big part of Somnium, that is really important to convey our aesthetic goal to the audience. For example, in order to create the specific music and ambient sound, we have had the great opportunity to be in contact with a student from the nearby “Tonsättarskolan” and had him develop the ambient sound and music for us. This way the music is tailored for the game, and the events of occurring in our game.
Since we […]

Program: Programming

Music and sound effects

Music and sound effects are a big part of Somnium, that is really important to convey our aesthetic goal to the audience. For example, in order to create the specific music and ambient sound, we have had the great opportunity to be in contact with a student from the nearby “Tonsättarskolan” and had him develop the ambient sound and music for us. This way the music is tailored for the game, and the events of occurring in our game.
Since we […]

Program: Programming

Veckoreflektion V.9 Fast Gear

Under denna vecka har vi arbetat med att implementera de sista mekanikerna, fixat menyer och loading screens. Dessa mekaniker innefattar rubberbanding och positionssytem för finish line.
Rubberbanding innebär att om spelaren är framför AI-bilarna så ökar AI:ns hastighet för att göra loppet intressant och dynamiskt. Det gjordes med hjälp av de checkpointsystem vi implementerade förra veckan. Funktionen som gjordes jämför spelarens checkpoint mot alla olika AI-bilar. Alltså kollar funktionen vilken checkpoint respektive bil är på och utifrån det så ändras hastigheten. Detsamma […]

Program: Programming

Veckoreflektion V.9 Fast Gear

Under denna vecka har vi arbetat med att implementera de sista mekanikerna, fixat menyer och loading screens. Dessa mekaniker innefattar rubberbanding och positionssytem för finish line.
Rubberbanding innebär att om spelaren är framför AI-bilarna så ökar AI:ns hastighet för att göra loppet intressant och dynamiskt. Det gjordes med hjälp av de checkpointsystem vi implementerade förra veckan. Funktionen som gjordes jämför spelarens checkpoint mot alla olika AI-bilar. Alltså kollar funktionen vilken checkpoint respektive bil är på och utifrån det så ändras hastigheten. Detsamma […]

Program: Programming

Fast Gear – Week 9

So this is the final week. I have been working on some different things throughout the week. I have tried to balance the sounds better. Mostly we have worked on getting the positions of the cars in-game. We can now differentiate the cars in the race and see who is first, seconds, third and fourth. This was supposed to be done earlier but we ran into some issues with the code and we have been trying to figure it out […]

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Program: Programming

Fast Gear – Week 9

So this is the final week. I have been working on some different things throughout the week. I have tried to balance the sounds better. Mostly we have worked on getting the positions of the cars in-game. We can now differentiate the cars in the race and see who is first, seconds, third and fourth. This was supposed to be done earlier but we ran into some issues with the code and we have been trying to figure it out […]

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Program: Programming

Sound of Life – More Sequences

Hallo Everyone!
I’m back and our game “Sound of life” has started taking shape! We have been working hard for a couple of weeks now and it feels good that we are getting somewhere. But let’s start talking about what I have been doing.
I have continued my work on sequences by adding more more of them, one for every survivor and I also added a end sequences. The new digging sequences are similar to the actress sequence, Tracks, fade and spawning […]

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Program: Programming

Sound of Life – More Sequences

Hallo Everyone!
I’m back and our game “Sound of life” has started taking shape! We have been working hard for a couple of weeks now and it feels good that we are getting somewhere. But let’s start talking about what I have been doing.
I have continued my work on sequences by adding more more of them, one for every survivor and I also added a end sequences. The new digging sequences are similar to the actress sequence, Tracks, fade and spawning […]

/ Comments Off on Sound of Life – More Sequences
Program: Programming

BGP: Refracted Fate – The End

Hi everyone!
This will be my last blog post (at least for now) on Refracted Fate!
Tomorrow we will be showcasing our game at Gotland Game Conference(GGC) so we have been fixing a lot of trivial things towards it (and still kind of are!)
I must say the production of the game have been a lot of fun and I have learned everything from creating physics based pickup system to using streaming level to avoid level loading.
I’m not sure what I want to […]

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Program: Programming

BGP: Refracted Fate – The End

Hi everyone!
This will be my last blog post (at least for now) on Refracted Fate!
Tomorrow we will be showcasing our game at Gotland Game Conference(GGC) so we have been fixing a lot of trivial things towards it (and still kind of are!)
I must say the production of the game have been a lot of fun and I have learned everything from creating physics based pickup system to using streaming level to avoid level loading.
I’m not sure what I want to […]

/ Comments Off on BGP: Refracted Fate – The End
Program: Programming