Bypassing Unity’s faults
Our game is down to just polish now, so we are focusing on making everything be as good looking and bug-free as possible. One of the issues I mentioned last week was that for some reason unity refused to change the color of game objects which had an Animator attached to them. Luckily I found a way to remedy this problem.
While Unity refused to change the regular R, G, B settings of the color of the object, bizarrely enough, it […]
Bypassing Unity’s faults
Our game is down to just polish now, so we are focusing on making everything be as good looking and bug-free as possible. One of the issues I mentioned last week was that for some reason unity refused to change the color of game objects which had an Animator attached to them. Luckily I found a way to remedy this problem.
While Unity refused to change the regular R, G, B settings of the color of the object, bizarrely enough, it […]

Reanimating a dead fish
With my sword fish swimming animation taken care of, I had to produce a second animation which would serve as its death animation. I had the luxury of using the already created concept art by Evelina Paulsson from which to animate. This time I had to create my own drawing and animate that.
With this basic line art done I could sample the original color of the swimming sword fish and then fill in this version. With some clean up and […]

Reanimating a dead fish
With my sword fish swimming animation taken care of, I had to produce a second animation which would serve as its death animation. I had the luxury of using the already created concept art by Evelina Paulsson from which to animate. This time I had to create my own drawing and animate that.
With this basic line art done I could sample the original color of the swimming sword fish and then fill in this version. With some clean up and […]
Helping out the group
During these last weeks me and some other people from my group have had problems to reach 20 hours of working time. Not like we havent had that before, but this time it’s more than usual. We were nearly basically finished with our game and the two pogrammers barely had anything left to do but to fix some minor buggs or try to improve things that already work.
The only thing left to be implemented was the boss. Basically, everything […]
Helping out the group
During these last weeks me and some other people from my group have had problems to reach 20 hours of working time. Not like we havent had that before, but this time it’s more than usual. We were nearly basically finished with our game and the two pogrammers barely had anything left to do but to fix some minor buggs or try to improve things that already work.
The only thing left to be implemented was the boss. Basically, everything […]
WEEK 5 – THE LOW POINT
WHAT
This week I was tasked with continuing to create the sounds for the game, while also making them less annoying to hear on repeat by making the volume and pitch fluctuate on every play of the sound. The tasks I had consisted of:
Code the pitch script
Create the orb pickup sound
Create the Getting Hit sound
Continue working on the Death Sound
Continue working on the Enemy hit sound
Create sounds for the main menu
HOW
This is where I usually write how I went about doing […]
WEEK 5 – THE LOW POINT
WHAT
This week I was tasked with continuing to create the sounds for the game, while also making them less annoying to hear on repeat by making the volume and pitch fluctuate on every play of the sound. The tasks I had consisted of:
Code the pitch script
Create the orb pickup sound
Create the Getting Hit sound
Continue working on the Death Sound
Continue working on the Enemy hit sound
Create sounds for the main menu
HOW
This is where I usually write how I went about doing […]
WEEK 4 – STARTING WITH SOUNDS
WHAT
During the forth week I was tasked with starting to make some sounds for our game. The main focus was put on creating a good sound for when the player character shoots. Other sounds I wanted to make during this sprint included:
Shooting Sound
Pick Up Sound
Power-Up Shooting Sound
Weapon Pick Up sound
Getting Hit Sound
Death Sound
The direction I got for the shooting sound was ”Make it sound like his inner energy”. It was pretty vague but I had an idea of what I […]
WEEK 4 – STARTING WITH SOUNDS
WHAT
During the forth week I was tasked with starting to make some sounds for our game. The main focus was put on creating a good sound for when the player character shoots. Other sounds I wanted to make during this sprint included:
Shooting Sound
Pick Up Sound
Power-Up Shooting Sound
Weapon Pick Up sound
Getting Hit Sound
Death Sound
The direction I got for the shooting sound was ”Make it sound like his inner energy”. It was pretty vague but I had an idea of what I […]

Melee Attack
This is supposed to be the last blog post for this course but I will not stop writing posts since I still have some artifacts that I haven’t talked about.
In this post, I am going to talk about the melee attack for the player in our game and how it changed during the development of the game. For those who don’t know, the melee is basically a close-range attack between a player and an enemy that could be done using a knife, […]

Melee Attack
This is supposed to be the last blog post for this course but I will not stop writing posts since I still have some artifacts that I haven’t talked about.
In this post, I am going to talk about the melee attack for the player in our game and how it changed during the development of the game. For those who don’t know, the melee is basically a close-range attack between a player and an enemy that could be done using a knife, […]

Blog Post #5 – The Beta Presentation and its content
Hello and welcome to this week’s Blog post! We are now rapidly approaching the final milestone, which is the hand-in for the final version of our game Burning Hunt, which will be on the 16th of March. Therefore, the team and I are focusing on polishing the game as well as fixing all the remaining bugs, in order to have a satisfactory end product.
The topic I am going to talk about this time, is the Beta presentation. More specifically how I prepared the presentation […]

Blog Post #5 – The Beta Presentation and its content
Hello and welcome to this week’s Blog post! We are now rapidly approaching the final milestone, which is the hand-in for the final version of our game Burning Hunt, which will be on the 16th of March. Therefore, the team and I are focusing on polishing the game as well as fixing all the remaining bugs, in order to have a satisfactory end product.
The topic I am going to talk about this time, is the Beta presentation. More specifically how I prepared the presentation […]

My Successful Leadership
All has gone according to plan. My seemingly generous yet confident leadership fooled my servants into happily doing my bidding. They never suspected a thing. In this last blog I will reveal how my mastery of manipulation granted me the opportunity to make my own game while pretending to bend down to the will of others. It’s not that I’m out of things to write about or anything.
Throughout the development of this game I have made my team members think […]

My Successful Leadership
All has gone according to plan. My seemingly generous yet confident leadership fooled my servants into happily doing my bidding. They never suspected a thing. In this last blog I will reveal how my mastery of manipulation granted me the opportunity to make my own game while pretending to bend down to the will of others. It’s not that I’m out of things to write about or anything.
Throughout the development of this game I have made my team members think […]

GUI making: Heads-up Display
This week we had an assignment on designing GUI in our graphics course. The assignment could be conveniently integrated with our game design project. I shared the assignment with our teams other graphic artist Alexander Linde. My work focused on the heads-up display. Generally I knew that my time was already stretched thin this week since there was still other work left for the game. This was for example animating the demon which would also require some time afterwards to […]

GUI making: Heads-up Display
This week we had an assignment on designing GUI in our graphics course. The assignment could be conveniently integrated with our game design project. I shared the assignment with our teams other graphic artist Alexander Linde. My work focused on the heads-up display. Generally I knew that my time was already stretched thin this week since there was still other work left for the game. This was for example animating the demon which would also require some time afterwards to […]

Stephen- Level transition animation
Today I have made an animation of Stephen swimming into the background for the level transition. This task was my main priority this week.
Here you can see the whole animation.
The first step was to figure out how Stephen is looking from behind, and that part was actually tricky, especially with the fishtail. I had to imagine how my swimming animation of Stephen from the side, would look like behind him. I started with drawing two key frames, first one when the fin […]

Stephen- Level transition animation
Today I have made an animation of Stephen swimming into the background for the level transition. This task was my main priority this week.
Here you can see the whole animation.
The first step was to figure out how Stephen is looking from behind, and that part was actually tricky, especially with the fishtail. I had to imagine how my swimming animation of Stephen from the side, would look like behind him. I started with drawing two key frames, first one when the fin […]

Armed to the teeth
The artifact I want to write about this week is not one single artifact, but a bundle of them that are included in the same category.
Last week I focused my attention on creating and finishing the weapons for the main character Stephen in our game. It’s essential that he has weapons so that the player will be able to shoot the fishes that are attacking Stephen. My team and I wanted the focus of our game to […]

Armed to the teeth
The artifact I want to write about this week is not one single artifact, but a bundle of them that are included in the same category.
Last week I focused my attention on creating and finishing the weapons for the main character Stephen in our game. It’s essential that he has weapons so that the player will be able to shoot the fishes that are attacking Stephen. My team and I wanted the focus of our game to […]

3DS Max Tutorial – Setting up Reference Planes
So my programmer friend asked me if I could make another tutorial on how I would model something more complex than a box, combining different types of geometry, and sent me a picture of a lamp. So here is part 1 in lamp modeling: setting up reference planes.

3DS Max Tutorial – Setting up Reference Planes
So my programmer friend asked me if I could make another tutorial on how I would model something more complex than a box, combining different types of geometry, and sent me a picture of a lamp. So here is part 1 in lamp modeling: setting up reference planes.