
First week – Research
Since our theme is quite a sensitive topic, it’s important to do plenty of research beforehand. None of us in the team had ever been in any type of war zone or anything like that in our lives, which makes it quite hard for us to put ourselves in those people’s shoes, let alone trying to do the same with our players.
Though we decided that the game would not actually take place in Syria, the situation is still heavily inspired […]

First week – Research
Since our theme is quite a sensitive topic, it’s important to do plenty of research beforehand. None of us in the team had ever been in any type of war zone or anything like that in our lives, which makes it quite hard for us to put ourselves in those people’s shoes, let alone trying to do the same with our players.
Though we decided that the game would not actually take place in Syria, the situation is still heavily inspired […]

BGP – Day 23
Alpha
We have reached alpha stage and (should) have a playable game to show our teachers. Luckily we have a playable version of our game, though it is lacking a lot of art, lighting and feedback that is supposed to lead the player through the game. Now a lot of art have been created it just haven’t been put into every part of the game. Before we had our alpha, we had the morning to prepare our game.
I therefor helped one […]

BGP – Day 23
Alpha
We have reached alpha stage and (should) have a playable game to show our teachers. Luckily we have a playable version of our game, though it is lacking a lot of art, lighting and feedback that is supposed to lead the player through the game. Now a lot of art have been created it just haven’t been put into every part of the game. Before we had our alpha, we had the morning to prepare our game.
I therefor helped one […]

[5SD037] Multiplayer
So in this blog post I will write about one of the most important systems in multiplayer game. The network solution.
In The Summoning we chose to use Photon PUN, can be found here, this because I have used Photon together with Unity before (only some experimental projects). Photon is a great framework for making simple multiplayer games in Unity. It doesn’t take much code and time to get a game project up and running. Which is exactly what […]

[5SD037] Multiplayer
So in this blog post I will write about one of the most important systems in multiplayer game. The network solution.
In The Summoning we chose to use Photon PUN, can be found here, this because I have used Photon together with Unity before (only some experimental projects). Photon is a great framework for making simple multiplayer games in Unity. It doesn’t take much code and time to get a game project up and running. Which is exactly what […]
A Rat Betwixt
This post is already 2 weeks late – so let’s get going right away.
It’s been over a year since the last series of posts and now I’m back to write about the project I’m curently working on: A Rat Betwixt. It’s a turn-based local (for now – probably online in the future) multiplayer co-op(tional?) strategy RPG, with some deception and hidden agendas mixed in.
The game is played on one large screen – such as a TV or a projector – […]
A Rat Betwixt
This post is already 2 weeks late – so let’s get going right away.
It’s been over a year since the last series of posts and now I’m back to write about the project I’m curently working on: A Rat Betwixt. It’s a turn-based local (for now – probably online in the future) multiplayer co-op(tional?) strategy RPG, with some deception and hidden agendas mixed in.
The game is played on one large screen – such as a TV or a projector – […]
A Rat Betwixt
This post is already 2 weeks late – so let’s get going right away.
It’s been over a year since the last series of posts and now I’m back to write about the project I’m curently working on: A Rat Betwixt. It’s a turn-based local (for now – probably online in the future) multiplayer co-op(tional?) strategy RPG, with some deception and hidden agendas mixed in.
The game is played on one large screen – such as a TV or a projector – […]
A Rat Betwixt
This post is already 2 weeks late – so let’s get going right away.
It’s been over a year since the last series of posts and now I’m back to write about the project I’m curently working on: A Rat Betwixt. It’s a turn-based local (for now – probably online in the future) multiplayer co-op(tional?) strategy RPG, with some deception and hidden agendas mixed in.
The game is played on one large screen – such as a TV or a projector – […]

A Rat Betwixt
This post is already 2 weeks late – so let’s get going right away.
It’s been over a year since the last series of posts and now I’m back to write about the project I’m curently working on: A Rat Betwixt. It’s a turn-based local (for now – probably online in the future) multiplayer co-op(tional?) strategy RPG, with some deception and hidden agendas mixed in.
The game is played on one large screen – such as a TV or a projector – […]

A Rat Betwixt
This post is already 2 weeks late – so let’s get going right away.
It’s been over a year since the last series of posts and now I’m back to write about the project I’m curently working on: A Rat Betwixt. It’s a turn-based local (for now – probably online in the future) multiplayer co-op(tional?) strategy RPG, with some deception and hidden agendas mixed in.
The game is played on one large screen – such as a TV or a projector – […]

Big Game Project: post 2, Problem solving
This should have been posted last week but was delayed due to the lack of content to post and procrastination. Eighter way, week four turned out to be mostly problem solving. I started out with trying to importing the mesh, rig, and animations into Unity as seperate files rather than bake it all into a single FBX file after hearing from a upperclasmen that it was better. Problem was that I could not get it to work even though I connected the […]

Big Game Project: post 2, Problem solving
This should have been posted last week but was delayed due to the lack of content to post and procrastination. Eighter way, week four turned out to be mostly problem solving. I started out with trying to importing the mesh, rig, and animations into Unity as seperate files rather than bake it all into a single FBX file after hearing from a upperclasmen that it was better. Problem was that I could not get it to work even though I connected the […]

A Rat Betwixt Blog Post #1 – Introduction of an “Additional Artist”
Hello, everyone!
You probably don’t remember me, but for those who do I am now back once again on a new Game Design Studies Game. Before it was the Pirate fights fish swimming space shooter “Yarr! Swimulator” (Codename Mermaid River) as the main animator. Now I have joined the game project named: “A Rat Betwixt” under the position “Additional Artist”
So, as to introduce all of you to this project, why don’t I start by explaining how I got introduced and eventually […]

A Rat Betwixt Blog Post #1 – Introduction of an “Additional Artist”
Hello, everyone!
You probably don’t remember me, but for those who do I am now back once again on a new Game Design Studies Game. Before it was the Pirate fights fish swimming space shooter “Yarr! Swimulator” (Codename Mermaid River) as the main animator. Now I have joined the game project named: “A Rat Betwixt” under the position “Additional Artist”
So, as to introduce all of you to this project, why don’t I start by explaining how I got introduced and eventually […]

Week 3 of Big Game Project: Early UI and what to show the player.
Beyond more production and design work, migration of systems from the prototype to an early pre-alpha build began. Since systems were no longer being tested by internal testers, the game required an UI on both the server and client screens displaying statistics like player health, Initiative number and which attacks are selected. The transfer lead to the use of actual equipment to appear on the GGC floor where the UI appeared differently and would require different solutions.
Above is one of […]

Week 3 of Big Game Project: Early UI and what to show the player.
Beyond more production and design work, migration of systems from the prototype to an early pre-alpha build began. Since systems were no longer being tested by internal testers, the game required an UI on both the server and client screens displaying statistics like player health, Initiative number and which attacks are selected. The transfer lead to the use of actual equipment to appear on the GGC floor where the UI appeared differently and would require different solutions.
Above is one of […]

BGP – Vecka 5
Denna vecka på Torsdag har vi vår första milstolpe med spelet, Alphan. Målet denna vecka har alltså varit att få klart alla modeller till Alphan, så att vi ska kunna vissa upp dessa på Alphan, och även ha med i spelet under speltestningen och Alphan.
Mina prioriteringar har då varit att modellera klart föremål som vi ska ha i vår miljö. Både ”lösa” saker så som skelettben och skallar och ”fasta” saker som pelare och grindar. Att modellera statiska föremål har […]

BGP – Vecka 5
Denna vecka på Torsdag har vi vår första milstolpe med spelet, Alphan. Målet denna vecka har alltså varit att få klart alla modeller till Alphan, så att vi ska kunna vissa upp dessa på Alphan, och även ha med i spelet under speltestningen och Alphan.
Mina prioriteringar har då varit att modellera klart föremål som vi ska ha i vår miljö. Både ”lösa” saker så som skelettben och skallar och ”fasta” saker som pelare och grindar. Att modellera statiska föremål har […]

BGP – Day 22
Getting all my work into the project
Today I moved all my textures and materials into the project, including the functions of the dynamic material and the included scripting. This was easy and didn’t take long but sadly adding them to the character or environment have to wait, since we cannot work on the same asset at the same time or it might damage the Unreal project (because technical reasons). But the dynamic material got added to the hand at the […]

BGP – Day 22
Getting all my work into the project
Today I moved all my textures and materials into the project, including the functions of the dynamic material and the included scripting. This was easy and didn’t take long but sadly adding them to the character or environment have to wait, since we cannot work on the same asset at the same time or it might damage the Unreal project (because technical reasons). But the dynamic material got added to the hand at the […]

The Summoning – Blog Post 1
Hello!
My name is Peo Johansson, and I am a graphical artist and the lead sound designer on the team Ninja Slice, developing the game concept The Summoning.
So, what kind of game is The Summoning? Well, it’s a top-down perspective 3D game, that is centered around the concept of asymmetrical multiplayer. In order words, people compete against each other, but their goals and what they do are different.
One player plays the game similarly to an action adventure or hack-and-slash game, controlling one character fighting multiple enemies.
The other […]

The Summoning – Blog Post 1
Hello!
My name is Peo Johansson, and I am a graphical artist and the lead sound designer on the team Ninja Slice, developing the game concept The Summoning.
So, what kind of game is The Summoning? Well, it’s a top-down perspective 3D game, that is centered around the concept of asymmetrical multiplayer. In order words, people compete against each other, but their goals and what they do are different.
One player plays the game similarly to an action adventure or hack-and-slash game, controlling one character fighting multiple enemies.
The other […]