Browsing 'Programming': Posts from Game Design and Programming

Comment #1

Hey Adam, Guy from Team Wendigo, let’s take a look at your post.
The choice of a 45° top-down is fairly unique and your solution of having 8 sprites is creative and very reminiscent of old top-down games, as well as early first-person shooters like Doom and Wolfenstein. I also quite like the art itself, though that is probably more to your artist’s credit as I would be very surprised to find out you, a programmer, drew it.
That said, there doesn’t […]

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Program: Programming

Comment #1

Hey Adam, Guy from Team Wendigo, let’s take a look at your post.
The choice of a 45° top-down is fairly unique and your solution of having 8 sprites is creative and very reminiscent of old top-down games, as well as early first-person shooters like Doom and Wolfenstein. I also quite like the art itself, though that is probably more to your artist’s credit as I would be very surprised to find out you, a programmer, drew it.
That said, there doesn’t […]

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Program: Programming

2018.03.18 – A SHMUP Postmortem

Over the course of the last 10 weeks, we -my team and I- have developed a game concept entitled “You May Kiss The Bride”, abbreviated as YMKTB, in the context of our second semester “Game Design 2: Game Development” module (course code:5SD064). The concept was created by a group of fellow students during our first semester’s “Game Design 1: Introduction” module (course code: 5SD065).
In this postmortem blog post, I will be going over the highlights, both good and bad, of […]

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Program: Programming

2018.03.18 – A SHMUP Postmortem

Over the course of the last 10 weeks, we -my team and I- have developed a game concept entitled “You May Kiss The Bride”, abbreviated as YMKTB, in the context of our second semester “Game Design 2: Game Development” module (course code:5SD064). The concept was created by a group of fellow students during our first semester’s “Game Design 1: Introduction” module (course code: 5SD065).
In this postmortem blog post, I will be going over the highlights, both good and bad, of […]

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Program: Programming

Depth : Post Mortem

In the context of the course “Game Design 2 : Game development”, my group, Team T, made “Depth”, which you can find here. In the game design document we received, Depth was supposed to be a side-scrolling shoot’em’up in which a monster (which is faster than you) follows you. The mandatory pick-up was supposed to make the player go faster. The player’s flashlight would make the monster fall back and leave some time for the player to breathe. The […]

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Program: Programming

Depth : Post Mortem

In the context of the course “Game Design 2 : Game development”, my group, Team T, made “Depth”, which you can find here. In the game design document we received, Depth was supposed to be a side-scrolling shoot’em’up in which a monster (which is faster than you) follows you. The mandatory pick-up was supposed to make the player go faster. The player’s flashlight would make the monster fall back and leave some time for the player to breathe. The […]

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Program: Programming

Finally, the end of the hunt.

This is the last blog post of the project and today is also the end of the project. We had a playing section for each group to present their game and I’m glad lots of participants loves our game. Especially good comment from the teacher: “Aetherial by Devuourer. Nice overall theming. From the start with the map and how you can see parts of the environment marked out that you will pass by later in the game. And of course […]

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Program: Programming

Finally, the end of the hunt.

This is the last blog post of the project and today is also the end of the project. We had a playing section for each group to present their game and I’m glad lots of participants loves our game. Especially good comment from the teacher: “Aetherial by Devuourer. Nice overall theming. From the start with the map and how you can see parts of the environment marked out that you will pass by later in the game. And of course […]

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Program: Programming

Blog comment #5 Merve Metinkol

https://msmonoxide.wordpress.com/2018/03/08/playtesting/
Hello Merve! Thanks for introducing the process of your group’s play testing. It is a powerful tool and glad that you learned a lot and solved lots of potential problems. According to the out come, the game is quite balanced that people cannot beat it in their first attempt and played it for several times. You said the mechanics are understandable in a short time, not sure if you provided a tutorial level to explain things to player, […]

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Program: Programming

Blog comment #5 Merve Metinkol

https://msmonoxide.wordpress.com/2018/03/08/playtesting/
Hello Merve! Thanks for introducing the process of your group’s play testing. It is a powerful tool and glad that you learned a lot and solved lots of potential problems. According to the out come, the game is quite balanced that people cannot beat it in their first attempt and played it for several times. You said the mechanics are understandable in a short time, not sure if you provided a tutorial level to explain things to player, […]

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Program: Programming

Project wrap up – YMKTB

Well, it’s been a long road. But here we are, the end of the line. My first game project with a group has now wrapped up as we had our final playtest yesterday. It’s been a crazy ride, but we made it (I had my doubts at certain points :P). I think it’s always a good idea to take some time to reflect when one has completed a big project like this one.

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Program: Programming

Project wrap up – YMKTB

Well, it’s been a long road. But here we are, the end of the line. My first game project with a group has now wrapped up as we had our final playtest yesterday. It’s been a crazy ride, but we made it (I had my doubts at certain points :P). I think it’s always a good idea to take some time to reflect when one has completed a big project like this one.

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Program: Programming

Postmortem of the ten weeks game project, afterthoughts and what I have learnt

Hello everyone. In today’s blog, I am going to write about what I have learned from our ten weeks adventure. There is a lot to cover, so I am just going, to begin with, what I have learned and how it has impacted me.
The most significant subject I have learned a lot in is programming. More specifically on how to solve complex problems i.g, data sharing, enemy behavior and how to make a modular spawning. All of these has been […]

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Program: Programming

Postmortem of the ten weeks game project, afterthoughts and what I have learnt

Hello everyone. In today’s blog, I am going to write about what I have learned from our ten weeks adventure. There is a lot to cover, so I am just going, to begin with, what I have learned and how it has impacted me.
The most significant subject I have learned a lot in is programming. More specifically on how to solve complex problems i.g, data sharing, enemy behavior and how to make a modular spawning. All of these has been […]

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Program: Programming

Blog post 6 – Postmortem

 

We in the group Archon have been working on the game Aetherial for the past 10 weeks and it is part of our course in game design.
In the course we have a gold presentation where you are supposed to show the game for the teachers and the other students. And before this presentation of the game we have been working together on this game for nine weeks and hade one alfa and beta presentation.
The game that we made is a […]

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Program: Programming

Blog post 6 – Postmortem

 

We in the group Archon have been working on the game Aetherial for the past 10 weeks and it is part of our course in game design.
In the course we have a gold presentation where you are supposed to show the game for the teachers and the other students. And before this presentation of the game we have been working together on this game for nine weeks and hade one alfa and beta presentation.
The game that we made is a […]

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Program: Programming

The Final Results

It’s over… It’s finally over! The final release of our first game is out, and now, we can relax! Or at least… we can relax until the next project.
Today was the final presentation of our class very first video games, and it was finally time for the rest of the students to try the final version of my group’s video game “Behemoth”.
First of all, the end results turned out to be better than any of our team members had expected. […]

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Program: Programming

The Final Results

It’s over… It’s finally over! The final release of our first game is out, and now, we can relax! Or at least… we can relax until the next project.
Today was the final presentation of our class very first video games, and it was finally time for the rest of the students to try the final version of my group’s video game “Behemoth”.
First of all, the end results turned out to be better than any of our team members had expected. […]

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Program: Programming

Postmortem

Across the past weeks, our group has worked on the game Umibozu, which has required a lot of work. In order to make the best game possible, we have had to conduct playtests and gather information from the testers on what they thought of the game, to subsequently alter certain design elements to better contribute to our goals. Additionally, we have been working with Scrum during the development process. Scrum is an agile work framework that focuses on iterations, continual […]

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Program: Programming

Postmortem

Across the past weeks, our group has worked on the game Umibozu, which has required a lot of work. In order to make the best game possible, we have had to conduct playtests and gather information from the testers on what they thought of the game, to subsequently alter certain design elements to better contribute to our goals. Additionally, we have been working with Scrum during the development process. Scrum is an agile work framework that focuses on iterations, continual […]

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Program: Programming

Game Design 2: Blogpost #6, Postmortem

This blog post will be my postmortem for Group Sirens work on the videogame Behemoth during the Game Design 2 course in the program Game Design at Uppsala University, Campus Gotland. I am Jonathan Berggren and I was the only programmer in our group along with one project manager, two artists and previously a designer who sadly dropped out before the start of the Game Design 2 course making us one of the smaller groups for this project. Before this […]

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Program: Programming

Game Design 2: Blogpost #6, Postmortem

This blog post will be my postmortem for Group Sirens work on the videogame Behemoth during the Game Design 2 course in the program Game Design at Uppsala University, Campus Gotland. I am Jonathan Berggren and I was the only programmer in our group along with one project manager, two artists and previously a designer who sadly dropped out before the start of the Game Design 2 course making us one of the smaller groups for this project. Before this […]

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Program: Programming

Postmortem

After 8 weeks of production, we have finally reached our goal. What started of as a design concept by team Bugbear is now reality. We chose their concept “Behemoth” because it was simple to make and left enough room for us to be creative and our own touch to it.
The end result of the game includes a Behemoth avatar with 4 shields that can be activated separately, and a cannon that can rotate over an angle as well as move […]

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Program: Programming

Postmortem

After 8 weeks of production, we have finally reached our goal. What started of as a design concept by team Bugbear is now reality. We chose their concept “Behemoth” because it was simple to make and left enough room for us to be creative and our own touch to it.
The end result of the game includes a Behemoth avatar with 4 shields that can be activated separately, and a cannon that can rotate over an angle as well as move […]

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Program: Programming