
The Summoning 02
This post will contain confusion and clarity about using Shader Forge and shaders in Unity. For you who are not familiar with Shader Forge it is a plugin for Unity that will allow you to build and making your own custom shaders to get the look that you want for your game.
For our game we want to have a texture that are familiar to ink on a parchment paper. Therefore we decided to try Shader forge and build a shader […]

The Summoning 02
This post will contain confusion and clarity about using Shader Forge and shaders in Unity. For you who are not familiar with Shader Forge it is a plugin for Unity that will allow you to build and making your own custom shaders to get the look that you want for your game.
For our game we want to have a texture that are familiar to ink on a parchment paper. Therefore we decided to try Shader forge and build a shader […]

Alien Color
This is the week the characters will be finished fore filming!! Excitement is true the roof!!
But before that they need there color.
Not the representative of the final colors
The color of the characters needed to pop of the backgrounds we feel so because the environments are so dark and blue the characters needed to inherent more warm colors.
of course we have two characters in the game that is of the robotic variety and needed a more shiny gray look to them.
This […]

Alien Color
This is the week the characters will be finished fore filming!! Excitement is true the roof!!
But before that they need there color.
Not the representative of the final colors
The color of the characters needed to pop of the backgrounds we feel so because the environments are so dark and blue the characters needed to inherent more warm colors.
of course we have two characters in the game that is of the robotic variety and needed a more shiny gray look to them.
This […]

Me vs the World
So week 6 of Big Game Project has begun.
The structure of the game world has been victim to change after change. I was never fully happy with the layout until just now.
It began as a huge world with a linear layout; then it became more expanded, but overall shorter. It’s been going from point A to B, A to C and THEN to B.
It was important to me that the world the player explores works well with the puzzles that […]

Me vs the World
So week 6 of Big Game Project has begun.
The structure of the game world has been victim to change after change. I was never fully happy with the layout until just now.
It began as a huge world with a linear layout; then it became more expanded, but overall shorter. It’s been going from point A to B, A to C and THEN to B.
It was important to me that the world the player explores works well with the puzzles that […]

BGP 2017 Fast Gear: Cars
This week will be our sixth working on our Big Game Project. Last week we also had our alpha deadline and testing which went pretty well, we got some useful feedback and the teachers who tried it out seemed to like it even with our current issues and minor tiny little gamebreaking bugs.
As I mentioned in my previous post, I’ve been tasked to design and make the cars for our game and that is practically what I’ve been doing since the […]

BGP 2017 Fast Gear: Cars
This week will be our sixth working on our Big Game Project. Last week we also had our alpha deadline and testing which went pretty well, we got some useful feedback and the teachers who tried it out seemed to like it even with our current issues and minor tiny little gamebreaking bugs.
As I mentioned in my previous post, I’ve been tasked to design and make the cars for our game and that is practically what I’ve been doing since the […]

BGP ONE: exploring Unity
Hello!
This post will look back at the pre production phase of our game, where I, because I took on the roles of Lead Artist and ‘Unity guru’, started looking at what we could do with Unity.
At this point we did not have a clear idea of what our game would be, mechanics-wise. Some thematic and graphical decisions had already been made though; the game would be set in a forest dream world inside our character’s mind. The dream itself would […]

BGP ONE: exploring Unity
Hello!
This post will look back at the pre production phase of our game, where I, because I took on the roles of Lead Artist and ‘Unity guru’, started looking at what we could do with Unity.
At this point we did not have a clear idea of what our game would be, mechanics-wise. Some thematic and graphical decisions had already been made though; the game would be set in a forest dream world inside our character’s mind. The dream itself would […]
Fast Gear – Week 5
As I mentioned in my previous post I have been working on the waypoints and the AI practically throughout the week. I have made some progress and the frame drops does not seem to be noticeable. The problem was that for 21ms the pathfinding for the units allocated 18MB memory but now I have reduced that to only 8.9MB which is a notable difference.
The problem seemed to be the threading which you can implement so you can have different calculations […]
Fast Gear – Week 5
As I mentioned in my previous post I have been working on the waypoints and the AI practically throughout the week. I have made some progress and the frame drops does not seem to be noticeable. The problem was that for 21ms the pathfinding for the units allocated 18MB memory but now I have reduced that to only 8.9MB which is a notable difference.
The problem seemed to be the threading which you can implement so you can have different calculations […]

Amenti – 3
Lately I have been working a lot on the Horus puzzle. I have playtested and tweeked the room and placement of the torches to make the puzzle a bit more interesting. And I also came up with an additional perspective puzzle which we will add to this room during the next week.
The first concept and version of this puzzle lacked interesting choices the player had to make in order to light the torches in the room. The former version was […]

Amenti – 3
Lately I have been working a lot on the Horus puzzle. I have playtested and tweeked the room and placement of the torches to make the puzzle a bit more interesting. And I also came up with an additional perspective puzzle which we will add to this room during the next week.
The first concept and version of this puzzle lacked interesting choices the player had to make in order to light the torches in the room. The former version was […]

Amenti BGP week 4
One week until the alfa deadline and the project is going forward. This week I did a lot of work on the server so that every team member had access to the project. The problems that I encountered was mostly about connecting SVN to source control in Unreal Engine. I put down about 6 hours only on trying to make the server work. This because of the magical land of computers where a thing that works on one computer doesn’t […]

Amenti BGP week 4
One week until the alfa deadline and the project is going forward. This week I did a lot of work on the server so that every team member had access to the project. The problems that I encountered was mostly about connecting SVN to source control in Unreal Engine. I put down about 6 hours only on trying to make the server work. This because of the magical land of computers where a thing that works on one computer doesn’t […]

Busy, busy, BUSY!
The Team Daemonocle production ship is currently firing on all cylinders! (minus this gloriously sunny first of May on the island). With the first of May coming around so soon we’ve been putting some hard working hours to get ready for the SGA (Swedish Game Awards) and the GGC (Gotland Game Conference) deadlines.
The programmers, Alex and Leevi, and our lead design, David, have been swatting those bugs in ‘Unity’ and keeping the DynaMine cart running as smooth as possible… There’s a […]

Busy, busy, BUSY!
The Team Daemonocle production ship is currently firing on all cylinders! (minus this gloriously sunny first of May on the island). With the first of May coming around so soon we’ve been putting some hard working hours to get ready for the SGA (Swedish Game Awards) and the GGC (Gotland Game Conference) deadlines.
The programmers, Alex and Leevi, and our lead design, David, have been swatting those bugs in ‘Unity’ and keeping the DynaMine cart running as smooth as possible… There’s a […]

Sound of Life Blog #1
Hello and welcome to one of my first blog post for the project called Sound of Life. My name is Kadar Ali and I am a second-year student studying Game Design in Graphics in Uppsala University (Campus Gotland). I will be posting six blogs (possibly more) throughout the project and I hope that you guys will enjoy, or at least find something interesting.
So what is Sound of Life?
Sound of life is a first-person game, where you play as a rescue […]

Sound of Life Blog #1
Hello and welcome to one of my first blog post for the project called Sound of Life. My name is Kadar Ali and I am a second-year student studying Game Design in Graphics in Uppsala University (Campus Gotland). I will be posting six blogs (possibly more) throughout the project and I hope that you guys will enjoy, or at least find something interesting.
So what is Sound of Life?
Sound of life is a first-person game, where you play as a rescue […]

BGP2017 – Character Controller
To handle the movement of tools and avatars in the game we need a Character Controller. Unity does have a standard component for Character controllers, which is cool. However it still only supports capsule colliders, Which is a problem as we have a stretcher and an axe which would not work with capsule colliders.
Now, there are two options: Either you go for a Rigid body controller or you go for a custom character controller with support for a Box collider.
As […]

BGP2017 – Character Controller
To handle the movement of tools and avatars in the game we need a Character Controller. Unity does have a standard component for Character controllers, which is cool. However it still only supports capsule colliders, Which is a problem as we have a stretcher and an axe which would not work with capsule colliders.
Now, there are two options: Either you go for a Rigid body controller or you go for a custom character controller with support for a Box collider.
As […]
BGP2017 – Amputation
For the vertical slice of the game the way you ”heal” the orcs is by amputating the hurt limbs of the orc using the axe and then attaching a prosthetic.
To implement this the mesh is split up into 14 separate objects which are all rigged to one rig. For each limb which can be amputated there is a child object in the rig hierarchy at the same level as the limb which can be amputated. This object has a limb […]
BGP2017 – Amputation
For the vertical slice of the game the way you ”heal” the orcs is by amputating the hurt limbs of the orc using the axe and then attaching a prosthetic.
To implement this the mesh is split up into 14 separate objects which are all rigged to one rig. For each limb which can be amputated there is a child object in the rig hierarchy at the same level as the limb which can be amputated. This object has a limb […]