Browsing 'Programming': Posts from Game Design and Programming
Game Design 2: Blogpost #5, Playtesting
For this blog post I will be writing about how playtesting has affected the making of our game.
Throughout the Game Design 2 course there have been a total of 3 planned playtesting sessions (one of which was the final playtesting before the final deadline of the course), as a group we decided to make the most use of these as possible. For this we decided upon questions we wanted answered beforehand and made questionnaires that the playtesters would be able […]
Game Design 2: Blogpost #5, Playtesting
For this blog post I will be writing about how playtesting has affected the making of our game.
Throughout the Game Design 2 course there have been a total of 3 planned playtesting sessions (one of which was the final playtesting before the final deadline of the course), as a group we decided to make the most use of these as possible. For this we decided upon questions we wanted answered beforehand and made questionnaires that the playtesters would be able […]
06-03-2018
Feedback on the blog post Game Design – Designing the enemy’s movement pattern and behaviour by Teddy Chavez
This week you’ll get two comments, Teddy! This is not only because you write so good posts but also because I couldn’t find the blogs of your teammates. Firstly I have to say, what a great post! Really interesting reading about how you got inspired by the enemies real-life counterparts when you designed their movement patterns. That you not only included pictures of […]
06-03-2018
Feedback on the blog post Game Design – Designing the enemy’s movement pattern and behaviour by Teddy Chavez
This week you’ll get two comments, Teddy! This is not only because you write so good posts but also because I couldn’t find the blogs of your teammates. Firstly I have to say, what a great post! Really interesting reading about how you got inspired by the enemies real-life counterparts when you designed their movement patterns. That you not only included pictures of […]
Comment #4: Oscar
Link to the post
Hej Oscar!
I like that you provided a quite structured blog post describing not only the process of getting feedback and taking valuable information from it, but also how you personally felt about it and the obstacles you came across. With your introduction and conclusion you also create a good framework for your blog post, that the reader can easily follow.I also like, that your blog post takes on the issue on a design level, rather […]
Comment #4: Oscar
Link to the post
Hej Oscar!
I like that you provided a quite structured blog post describing not only the process of getting feedback and taking valuable information from it, but also how you personally felt about it and the obstacles you came across. With your introduction and conclusion you also create a good framework for your blog post, that the reader can easily follow.I also like, that your blog post takes on the issue on a design level, rather […]
Comment 4 Kaijun Wang
https://kaijunqilin.wordpress.com/2018/03/01/add-a-new-enemy-type-shooting-enemy/
Hello Kaijun.
It is clear on why you wanted to create the new enemy type. To engage the player in more ways, to put a new enemy with new behavior that the player has never seen before is an excellent way to add more diversity to the game.
You also explained what you had been working on because you give an excellent description of the behavior of the enemy and what it is going to do.
You also explain the method […]
Comment 4 Kaijun Wang
https://kaijunqilin.wordpress.com/2018/03/01/add-a-new-enemy-type-shooting-enemy/
Hello Kaijun.
It is clear on why you wanted to create the new enemy type. To engage the player in more ways, to put a new enemy with new behavior that the player has never seen before is an excellent way to add more diversity to the game.
You also explained what you had been working on because you give an excellent description of the behavior of the enemy and what it is going to do.
You also explain the method […]
Comment #4
Hey Basil, it’s Guy, let’s analyze your post.
Firstly, I’d just like to say that your post was very easy to read, nothing seemed to drag on pointlessly and all of the points raised were good. That said, a lot of the English was kind-of off, which is understandable after all, but could be quite jarring when reading an otherwise well-written post and then suddenly stopping in my tracks when a mistake catches my eye. But again, it’s understandable.
Another interesting thing […]
Comment #4
Hey Basil, it’s Guy, let’s analyze your post.
Firstly, I’d just like to say that your post was very easy to read, nothing seemed to drag on pointlessly and all of the points raised were good. That said, a lot of the English was kind-of off, which is understandable after all, but could be quite jarring when reading an otherwise well-written post and then suddenly stopping in my tracks when a mistake catches my eye. But again, it’s understandable.
Another interesting thing […]
Comment Week 4 (Kaijun Wang)
https://kaijunqilin.wordpress.com/2018/03/01/add-a-new-enemy-type-shooting-enemy/comment-page-1/#comment-8
:
”Hello Kaijun,
Your blog-post was quite interesting as you showcased a lot of different aspects of the latest enemy in your game. Some of these aspects that were interesting to me were for instance, how you spawned the enemy and that you had several different spawn points that were randomized, how you designed the enemy to stop firing after it reached the other side of the player and the reason behind those aspects. In addition to this, I think […]
Comment Week 4 (Kaijun Wang)
https://kaijunqilin.wordpress.com/2018/03/01/add-a-new-enemy-type-shooting-enemy/comment-page-1/#comment-8
:
”Hello Kaijun,
Your blog-post was quite interesting as you showcased a lot of different aspects of the latest enemy in your game. Some of these aspects that were interesting to me were for instance, how you spawned the enemy and that you had several different spawn points that were randomized, how you designed the enemy to stop firing after it reached the other side of the player and the reason behind those aspects. In addition to this, I think […]
Global GameJam 2018
This is horror game made in 3D using the Unity Engine. this game was created within a period of 48h for the Global Game Jam 2018. The game jag presents a theme from which developers should base their game upon, this year the theme was ‘transmission’. From this my team and I created a game where the player is stuck in a horror themed maze and the objective is to get out. The player receives a code in the beginning, […]
Global GameJam 2018
This is horror game made in 3D using the Unity Engine. this game was created within a period of 48h for the Global Game Jam 2018. The game jag presents a theme from which developers should base their game upon, this year the theme was ‘transmission’. From this my team and I created a game where the player is stuck in a horror themed maze and the objective is to get out. The player receives a code in the beginning, […]
CritterFlux
CritterFlux is a mobile game made for a course called Big Game Project. This game was created over a period of 10 weeks by two graphical artists and myself as programmer. The game is a pet companion game made in 3D for android devices. The game is written using C# and the Unity Engine. This game was exhibited at Gotland Game Conference in 2017 by the creators.
This project taught me the importance of planning and structuring code. Since I was […]
CritterFlux
CritterFlux is a mobile game made for a course called Big Game Project. This game was created over a period of 10 weeks by two graphical artists and myself as programmer. The game is a pet companion game made in 3D for android devices. The game is written using C# and the Unity Engine. This game was exhibited at Gotland Game Conference in 2017 by the creators.
This project taught me the importance of planning and structuring code. Since I was […]
Blog post 4 comment
This is a comment I left on another student’s blog.
Their blog: https://emilesohier.wordpress.com/2018/03/05/designing-a-boss/
Hello Emile,
I found your blog post on the design of the boss encounter in your game interesting to read.
The description of the encounter is easy to follow, and it is clear what you have created. You give a good explanation of the different mechanics and what dynamics you were hoping to produce.
What I am missing in this post is the justification for designing the encounter like […]
Blog post 4 comment
This is a comment I left on another student’s blog.
Their blog: https://emilesohier.wordpress.com/2018/03/05/designing-a-boss/
Hello Emile,
I found your blog post on the design of the boss encounter in your game interesting to read.
The description of the encounter is easy to follow, and it is clear what you have created. You give a good explanation of the different mechanics and what dynamics you were hoping to produce.
What I am missing in this post is the justification for designing the encounter like […]
Comment for 4th Blogpost
URL: https://samuelkarabetiansgameblog.wordpress.com/2018/03/04/generating-sounds-using-noise/comment-page-1/#comment-8
Hey Samuel,
I think you accurately describe what you have been working on and how you went about it. For the part concerning what you have been working on, I particularly liked how detailed it is, i.e. everything from explaining what white noise is and how it is useful in creating windy sounds – to explaining what can be observed from the frequency bands. The images of the ‘noise’-frequencies is also a great way of explaining what white […]
Comment for 4th Blogpost
URL: https://samuelkarabetiansgameblog.wordpress.com/2018/03/04/generating-sounds-using-noise/comment-page-1/#comment-8
Hey Samuel,
I think you accurately describe what you have been working on and how you went about it. For the part concerning what you have been working on, I particularly liked how detailed it is, i.e. everything from explaining what white noise is and how it is useful in creating windy sounds – to explaining what can be observed from the frequency bands. The images of the ‘noise’-frequencies is also a great way of explaining what white […]
Comment on blog post 4
URL to the commnet on Wiktor Ravndal blog post about Cheeky Checkpoints and the commnet itself from Oskar karlsson:
https://whitechocoboy.wordpress.com/2018/03/01/cheeky-checkpoints/comment-page-1/#comment-9
Your blog post gives the reader a good over view of what you have been working on this week. It is clear for the reader that you have been working on the checkpoints and that you have had problems whit it. It could have been good to write that you are making a game because of a school project.
You do write […]
Comment on blog post 4
URL to the commnet on Wiktor Ravndal blog post about Cheeky Checkpoints and the commnet itself from Oskar karlsson:
https://whitechocoboy.wordpress.com/2018/03/01/cheeky-checkpoints/comment-page-1/#comment-9
Your blog post gives the reader a good over view of what you have been working on this week. It is clear for the reader that you have been working on the checkpoints and that you have had problems whit it. It could have been good to write that you are making a game because of a school project.
You do write […]
Some small games in Unity
On my spare time I have, together with a graphical artist student, dabbled in some smaller game projects. These were made for the sole reason of practicing Unity and C#. They are clones with simple game mechanics found in mostly mobile games. Both these games has some form of infinity loop in it.
These projects helped me improve my use of components in Unity. Combining multiple game objects with different components in order to separate functionality.
Enjoy! On my spare time I have, together with a graphical artist student, dabbled in some smaller game projects. These were made for the sole reason of practicing Unity and C#. They are clones with simple game mechanics found in mostly mobile games. Both these games has some form of infinity loop in it. Enjoy!
Catch the cat
https://drive.google.com/open?id=188E4Gl4_H29rIQ4fgkSzlmlO5vh0JbDg
Flappy Bird Clone
Some small games in Unity
These projects helped me improve my use of components in Unity. Combining multiple game objects with different components in order to separate functionality.
Catch the cat
https://drive.google.com/open?id=188E4Gl4_H29rIQ4fgkSzlmlO5vh0JbDg
Flappy Bird Clone