Browsing 'Programming': Posts from Game Design and Programming
New Project
So, me and 5 friends have recently started a new project. So, me and 5 friends have recently started a new project.
We are going to make a game for our course called Big Game Project.
The idea that we are working on is a realistic bear simulator called ‘Become the Bear’. We want to make something very realistic that really captures the feeling of being one of the most awesome, majestic and powerful creatures on earth.
We are currently working on a vertical slice/sandbox mode that we are going to show at GGC (
New Project
We are going to make a game for our course called Big Game Project.
The idea that we are working on is a realistic bear simulator called ‘Become the Bear’. We want to make something very realistic that really captures the feeling of being one of the most awesome, majestic and powerful creatures on earth.
We are currently working on a vertical slice/sandbox mode that we are going to show at GGC (
Big Game Project Week 2
This week I have continued to work with the player movement and the menus. I also made a very rough level design.
Player movement
I noticed that my player did not rotate correctly when trying to figure out what rotation to have when landing on an upside down ground. The player behaved […]
Big Game Project Week 2
This week I have continued to work with the player movement and the menus. I also made a very rough level design.
Player movement
I noticed that my player did not rotate correctly when trying to figure out what rotation to have when landing on an upside down ground. The player behaved […]
Designing card
This week I have been design forth the cards the game is going to use. In order to keep the complexity down I created three types that the cards will be categorized under.
Attack cards: These are Cards that interact with the opponent in a negative way. These cards attacks the opponents hand, deck or buying options.
Support cards: these are cards that allows for temporally benefits for the player who played it such as extra resources during a turn or just […]
Designing card
This week I have been design forth the cards the game is going to use. In order to keep the complexity down I created three types that the cards will be categorized under.
Attack cards: These are Cards that interact with the opponent in a negative way. These cards attacks the opponents hand, deck or buying options.
Support cards: these are cards that allows for temporally benefits for the player who played it such as extra resources during a turn or just […]
Unity tweaks, workarounds and tricks
Week 2 of the Big Game Project is done and with it I’ve encountered more than enough of various quirky/unexpected behavior from Unity and community plugins. What I’ve learned from my endeavors I’ve decided to share. It mostly encompasses things which may not behave as one would imagine at first. I’m surprised that I didn’t encounter these while developing CoBots but I guess changing the workflow significantly enough (for the better) is the primary cause.
Script Execution Order
[…]
Unity tweaks, workarounds and tricks
Week 2 of the Big Game Project is done and with it I’ve encountered more than enough of various quirky/unexpected behavior from Unity and community plugins. What I’ve learned from my endeavors I’ve decided to share. It mostly encompasses things which may not behave as one would imagine at first. I’m surprised that I didn’t encounter these while developing CoBots but I guess changing the workflow significantly enough (for the better) is the primary cause.
Script Execution Order
[…]
Producer’s Quandry(week 3)
The title is maybe a bit exaggerated but being producer really puts you in certain kinds of positions where you have to make decisions and deal with the potential consequences.
This week has been a challenge for me, because I easily feel that I am not doing anything useful, even though I know that I have to do the things that makes the production progress without hick-ups. Allowing the team to work without being interrupted. It is definitely different from doing […]
Producer’s Quandry(week 3)
The title is maybe a bit exaggerated but being producer really puts you in certain kinds of positions where you have to make decisions and deal with the potential consequences.
This week has been a challenge for me, because I easily feel that I am not doing anything useful, even though I know that I have to do the things that makes the production progress without hick-ups. Allowing the team to work without being interrupted. It is definitely different from doing […]
Producer’s Quandry(week 3)
The title is maybe a bit exaggerated but being producer really puts you in certain kinds of positions where you have to make decisions and deal with the potential consequences.
This week has been a challenge for me, because I easily feel that I am not doing anything useful, even though I know that I have to do the things that makes the production progress without hick-ups. Allowing the team to work without being interrupted. It is definitely different from doing […]
Producer’s Quandry(week 3)
The title is maybe a bit exaggerated but being producer really puts you in certain kinds of positions where you have to make decisions and deal with the potential consequences.
This week has been a challenge for me, because I easily feel that I am not doing anything useful, even though I know that I have to do the things that makes the production progress without hick-ups. Allowing the team to work without being interrupted. It is definitely different from doing […]
Mechropolis – Fleeing AI
I’ve recently started working with the talented folks at Digital Tuna (creators of CoBots) on a new project for the course Big Game, the grand finale of our second year here at Campus Gotland. The game’s name is Mechropolis. It’s a first person action puzzle game in which the player is invited to explore a long lost underground civilization. The only remaining inhabitants in this derelict world are the robot servants still carrying out […]
Mechropolis – Fleeing AI
I’ve recently started working with the talented folks at Digital Tuna (creators of CoBots) on a new project for the course Big Game, the grand finale of our second year here at Campus Gotland. The game’s name is Mechropolis. It’s a first person action puzzle game in which the player is invited to explore a long lost underground civilization. The only remaining inhabitants in this derelict world are the robot servants still carrying out […]
Unity tweaks, workarounds and tricks
Week 2 of the Big Game Project is done and with it I’ve encountered more than enough of various quirky/unexpected behavior from Unity and community plugins. What I’ve learned from my endeavors I’ve decided to share. It mostly encompasses things which may not behave as one would imagine at first. I’m surprised that I didn’t encounter these while developing CoBots but I guess changing the workflow significantly enough (for the better) is the primary cause.
Script Execution Order
[…]
Unity tweaks, workarounds and tricks
Week 2 of the Big Game Project is done and with it I’ve encountered more than enough of various quirky/unexpected behavior from Unity and community plugins. What I’ve learned from my endeavors I’ve decided to share. It mostly encompasses things which may not behave as one would imagine at first. I’m surprised that I didn’t encounter these while developing CoBots but I guess changing the workflow significantly enough (for the better) is the primary cause.
Script Execution Order
[…]
Temple of Light (Big Game Project)
For the last 3 weeks I have been working on a game called Temple of Light with a group called Parehelion Entertainments for the course Big Game Project. The game is a First Person Puzzle where the player uses mirrors to move light and reach crystals to complete different challenges. My role in this project is level design and I have been working on four different levels as well as a zone where the player starts, a tutorial level, a […]
Temple of Light (Big Game Project)
For the last 3 weeks I have been working on a game called Temple of Light with a group called Parehelion Entertainments for the course Big Game Project. The game is a First Person Puzzle where the player uses mirrors to move light and reach crystals to complete different challenges. My role in this project is level design and I have been working on four different levels as well as a zone where the player starts, a tutorial level, a […]
Temple of Light (Big Game Project)
For the last 3 weeks I have been working on a game called Temple of Light with a group called Parehelion Entertainments for the course Big Game Project. The game is a First Person Puzzle where the player uses mirrors to move light and reach crystals to complete different challenges. My role in this project is level design and I have been working on four different levels as well as a zone where the player starts, a tutorial level, a […]
Temple of Light (Big Game Project)
For the last 3 weeks I have been working on a game called Temple of Light with a group called Parehelion Entertainments for the course Big Game Project. The game is a First Person Puzzle where the player uses mirrors to move light and reach crystals to complete different challenges. My role in this project is level design and I have been working on four different levels as well as a zone where the player starts, a tutorial level, a […]
Mechropolis – Fleeing AI
I’ve recently started working with the talented folks at Digital Tuna (creators of CoBots) on a new project for the course Big Game, the grand finale of our second year here at Campus Gotland. The game’s name is Mechropolis. It’s a first person action puzzle game in which the player is invited to explore a long lost underground civilization. The only remaining inhabitants in this derelict world are the robot servants still carrying out […]
Mechropolis – Fleeing AI
I’ve recently started working with the talented folks at Digital Tuna (creators of CoBots) on a new project for the course Big Game, the grand finale of our second year here at Campus Gotland. The game’s name is Mechropolis. It’s a first person action puzzle game in which the player is invited to explore a long lost underground civilization. The only remaining inhabitants in this derelict world are the robot servants still carrying out […]
Third week of Big Game project
This week has had its up and downs. Some days the work has been really slow and some the day has gone by in a blink of an eye.
My planning for this week was to create the Commander for the game. The scope of this project was to create a Commander with a resource system that can place new structures on the map. To get this to work I had to create some assets. I created a building that […]
Third week of Big Game project
This week has had its up and downs. Some days the work has been really slow and some the day has gone by in a blink of an eye.
My planning for this week was to create the Commander for the game. The scope of this project was to create a Commander with a resource system that can place new structures on the map. To get this to work I had to create some assets. I created a building that […]