
Animated Moth
This post I’m going to write more about animation. Besides the flower that I have written about earlier I have now also created animations for our protagonist, the moth, so that it can both fly and die in a nice way, and for the children of the moth so they also can fly.
True to my habits I started even this work by making sketches with pen and paper to get the feel for how I wanted it to […]

Animated Moth
This post I’m going to write more about animation. Besides the flower that I have written about earlier I have now also created animations for our protagonist, the moth, so that it can both fly and die in a nice way, and for the children of the moth so they also can fly.
True to my habits I started even this work by making sketches with pen and paper to get the feel for how I wanted it to […]

Burgers, fries & apples
During monday’s playtesting session, our game received a lot of feedback from all the playtesters which the team appreciates very much. One thing that confused some of the players was the first placeholder for the food. They did not know if it was something good or bad to swim into them because it could also have been some sort of projectile from one of the enemies. My main priority this week was to create new assets for the food drop, […]

Burgers, fries & apples
During monday’s playtesting session, our game received a lot of feedback from all the playtesters which the team appreciates very much. One thing that confused some of the players was the first placeholder for the food. They did not know if it was something good or bad to swim into them because it could also have been some sort of projectile from one of the enemies. My main priority this week was to create new assets for the food drop, […]

Visually representing health.
Picture of the game with the health represented through bottles at the top left the screen.
There are many ways to represent health in games. What we decided upon was representing health visually through bottles. As of this moment we have 5 bottles that constitute 100 hit points of the player character. So each bottles is essentially 1/5 of the player characters health. So if the player has 100 hitpoints and each hit removes 10 each bottle has to indicate that […]

Visually representing health.
Picture of the game with the health represented through bottles at the top left the screen.
There are many ways to represent health in games. What we decided upon was representing health visually through bottles. As of this moment we have 5 bottles that constitute 100 hit points of the player character. So each bottles is essentially 1/5 of the player characters health. So if the player has 100 hitpoints and each hit removes 10 each bottle has to indicate that […]

Where am I?
Hi, this is my fourth blog post, in which I’ll be mostly talking about fixes that we are working on, provided by the beta playtesters feedback. I’ll focus mainly on the teleport, a game mechanic in our game that allows the player to move to a certain position.
At first, the teleport that we had in our game was very simple, the player pressed the right mouse button and main character gillis would instantly move to that position. Since the camera […]

Where am I?
Hi, this is my fourth blog post, in which I’ll be mostly talking about fixes that we are working on, provided by the beta playtesters feedback. I’ll focus mainly on the teleport, a game mechanic in our game that allows the player to move to a certain position.
At first, the teleport that we had in our game was very simple, the player pressed the right mouse button and main character gillis would instantly move to that position. Since the camera […]

Week 4 -Redrawing enemies
For this week I’ve been asked to change our enemy fish in our game.
The first enemy (above) was made by a guy named Axel in our group. This enemy does not do much it just swims straight forward and if it hits you your character dies. But, we got some feedback that it looked too friendly and you felt bad for killing it. Axel was asked to draw something else this week so I was tasked with making the enemy look […]

Week 4 -Redrawing enemies
For this week I’ve been asked to change our enemy fish in our game.
The first enemy (above) was made by a guy named Axel in our group. This enemy does not do much it just swims straight forward and if it hits you your character dies. But, we got some feedback that it looked too friendly and you felt bad for killing it. Axel was asked to draw something else this week so I was tasked with making the enemy look […]

Our fish game is taking shape – aaaaaand some sound
If I can say it myself I’m really happy with the progress my team have made in this project. As we are now pretty much staring down at a finished product. With finished product I mean something functioning that we probably could ship in this state. HOWEVER, the saying goes: the devil is in the details.
I’ve been working in the same areas as last week, particle animations, sound and level design. Since I learnt about particle animations last week […]

Our fish game is taking shape – aaaaaand some sound
If I can say it myself I’m really happy with the progress my team have made in this project. As we are now pretty much staring down at a finished product. With finished product I mean something functioning that we probably could ship in this state. HOWEVER, the saying goes: the devil is in the details.
I’ve been working in the same areas as last week, particle animations, sound and level design. Since I learnt about particle animations last week […]

The curious case of teleportation.
this week I worked on how the player would be transported through the room.at first we just wanted to delete the door so the player could walk freely between the rooms. This showed itself to be quite bothersome.
To explain how our game works. We’re designing a game called “Bullet_hack” wich is about a spy trying to infiltrate a compan to get information about them. You play as the spy and try to hack doors to get to the main server.You […]

The curious case of teleportation.
this week I worked on how the player would be transported through the room.at first we just wanted to delete the door so the player could walk freely between the rooms. This showed itself to be quite bothersome.
To explain how our game works. We’re designing a game called “Bullet_hack” wich is about a spy trying to infiltrate a compan to get information about them. You play as the spy and try to hack doors to get to the main server.You […]

Week 4 – The Third Enemy
The Enemy with placeholder sprites
This week I have been working with our third enemy and some small refinements on a few things like making the camera work in parallax and getting knockback on the powerup for the player.
For the third enemy we wanted a much more harder enemy that could shoot and be able to take a few hits from the player’s base weapon.
So the enemy would be big and slow moving as well be able to shoot projectiles in […]

Week 4 – The Third Enemy
The Enemy with placeholder sprites
This week I have been working with our third enemy and some small refinements on a few things like making the camera work in parallax and getting knockback on the powerup for the player.
For the third enemy we wanted a much more harder enemy that could shoot and be able to take a few hits from the player’s base weapon.
So the enemy would be big and slow moving as well be able to shoot projectiles in […]

Week 4 – Adding what is missing
Week 4 is coming to an end and like previous weeks this has been a fast one.
With the Beta deadline coming up in a matter of days team Kraken is now refining what has been done and adding some assets to the current placeholders. For me as the Lead Artist this week has consisted of two things; creating a visual indication of when the dash for the moth is available, and also creating a light bulb with light to fit […]

Week 4 – Adding what is missing
Week 4 is coming to an end and like previous weeks this has been a fast one.
With the Beta deadline coming up in a matter of days team Kraken is now refining what has been done and adding some assets to the current placeholders. For me as the Lead Artist this week has consisted of two things; creating a visual indication of when the dash for the moth is available, and also creating a light bulb with light to fit […]

Wibbly Wobbly, Timey Wimey
Yes, in the blog-post for this week we will learn all about the manipulation of time, and the evi- I mean great and different ways one can use this knowledge in your game.
Anyway, in all seriousness. Yes, this week has been all about time manipulation. The reason? We’re less than a week away from the Beta hand-in and our game still doesn’t have a working menu, pause menu or tutorial (oops).
Thus I, a simple programmer, took it upon myself to […]

Wibbly Wobbly, Timey Wimey
Yes, in the blog-post for this week we will learn all about the manipulation of time, and the evi- I mean great and different ways one can use this knowledge in your game.
Anyway, in all seriousness. Yes, this week has been all about time manipulation. The reason? We’re less than a week away from the Beta hand-in and our game still doesn’t have a working menu, pause menu or tutorial (oops).
Thus I, a simple programmer, took it upon myself to […]

Blog Post #4
What have I done?
Since last blog post, my team have been focusing entirely on getting the game ready for the beta presentation next Monday. This is what I’ve done to fulfill my part:
Finished Boss Mechanics
A third enemy with its own unique behavior
Power-Up
How and why did I do the things mentioned in the list above?
Finished Boss Mechanics
The boss and the third enemy was definitely the toughest things to code this week. AI needs to be very polished for the player to feel both fairly […]

Blog Post #4
What have I done?
Since last blog post, my team have been focusing entirely on getting the game ready for the beta presentation next Monday. This is what I’ve done to fulfill my part:
Finished Boss Mechanics
A third enemy with its own unique behavior
Power-Up
How and why did I do the things mentioned in the list above?
Finished Boss Mechanics
The boss and the third enemy was definitely the toughest things to code this week. AI needs to be very polished for the player to feel both fairly […]

Feedback and power
This week I have design, code in and implemented a feedback system with a particle system for when an enemy gets hit by our power-up bullets.
I have done this with the help of art provided to me by our artist Felipe and googling ways to code this in into unity. This was also done with much trial and error from my part as I am not a programmer.
The way the code works is just by instantiate a specific game object […]

Feedback and power
This week I have design, code in and implemented a feedback system with a particle system for when an enemy gets hit by our power-up bullets.
I have done this with the help of art provided to me by our artist Felipe and googling ways to code this in into unity. This was also done with much trial and error from my part as I am not a programmer.
The way the code works is just by instantiate a specific game object […]