
Background Art
This is an artefact I made from last week. I designed and drew several background borders for the game that would convey the setting to the player. The main locations for our game would be the village and, later on, the forest.
To start it off, I had a discussion with my team regarding the perspective. Our game is in a top-down perspective, but drawing trees and houses from that angle is difficult. For example, when I attempted to draw a tree […]

Background Art
This is an artefact I made from last week. I designed and drew several background borders for the game that would convey the setting to the player. The main locations for our game would be the village and, later on, the forest.
To start it off, I had a discussion with my team regarding the perspective. Our game is in a top-down perspective, but drawing trees and houses from that angle is difficult. For example, when I attempted to draw a tree […]

Trouble with knight
The beta release of our project is next week and we have been working hard with implementing all our assets into the game. I have been having a lot of trouble with the knight due to not having a clear vision on the code. The knight as a whole consists (or rather, will consist) of a sweeping attack, a shield that blocks damage, and a charge attack, and then of course an AI that ties this all together and executes […]

Trouble with knight
The beta release of our project is next week and we have been working hard with implementing all our assets into the game. I have been having a lot of trouble with the knight due to not having a clear vision on the code. The knight as a whole consists (or rather, will consist) of a sweeping attack, a shield that blocks damage, and a charge attack, and then of course an AI that ties this all together and executes […]

Implemented a boss
Image: Displaying the boss that has chosen his position of charging to when the load has finished.
Implemented a boss
During the last two weeks I’ve had the role of supporting the game designer in spontaneous fixes, meaning that when something needs to be done immedietely, I’ve been there to aid him. Also while doing this I focused on creating the boss for the game.
What?
The boss was supposed to be the last part of our game, to make it an extra struggle […]

Implemented a boss
Image: Displaying the boss that has chosen his position of charging to when the load has finished.
Implemented a boss
During the last two weeks I’ve had the role of supporting the game designer in spontaneous fixes, meaning that when something needs to be done immedietely, I’ve been there to aid him. Also while doing this I focused on creating the boss for the game.
What?
The boss was supposed to be the last part of our game, to make it an extra struggle […]

A blog: Part 4 – Covenant of the Blog
This is the enemy melee soldier that i talked about in my last blog, and his completed animations.
This week has been a veritable rollercoaster of good and bad, which is mostly down to the latest unity update. Our project was nearly destroyed when that update was rolled out, as it seemed to corrupt most of our files in very odd ways.
A normal file looks like this in notepad:
… and this is what it looked like after the unity update:
Yeah, you […]

A blog: Part 4 – Covenant of the Blog
This is the enemy melee soldier that i talked about in my last blog, and his completed animations.
This week has been a veritable rollercoaster of good and bad, which is mostly down to the latest unity update. Our project was nearly destroyed when that update was rolled out, as it seemed to corrupt most of our files in very odd ways.
A normal file looks like this in notepad:
… and this is what it looked like after the unity update:
Yeah, you […]

#Artwar Character Contest: Briannon | Final
This morning was the deadline for the #Artwar character contest which I am participating in. Was going to post my final entry last night, but then their forum went down. :SNow it is posted and the deadline passed, so I just wanted to share the final result (although it is getting ahead of retopology and texturing parts.
This is the very first art contest that I am participating in and it was definitely a challenge. I am not […]

#Artwar Character Contest: Briannon | Final
This morning was the deadline for the #Artwar character contest which I am participating in. Was going to post my final entry last night, but then their forum went down. :SNow it is posted and the deadline passed, so I just wanted to share the final result (although it is getting ahead of retopology and texturing parts.
This is the very first art contest that I am participating in and it was definitely a challenge. I am not […]

Of sprite sheets and animations
This week, I’m going to write about my work with sprite sheets and animations. Even though this is more in the line of an artist’s job, I decided to do it because in the end, it turned out to be a numbers game. Plus, we wanted to implement multiple animations on the same sprite, so it required coding.
So why was it a ‘numbers game’. And why the multiple animations. We had three animated objects in the game. The player itself, […]

Of sprite sheets and animations
This week, I’m going to write about my work with sprite sheets and animations. Even though this is more in the line of an artist’s job, I decided to do it because in the end, it turned out to be a numbers game. Plus, we wanted to implement multiple animations on the same sprite, so it required coding.
So why was it a ‘numbers game’. And why the multiple animations. We had three animated objects in the game. The player itself, […]

Play-testing and Beta stress
As of this week, we attended the play-testing and most of what we got out of it was really helpful for the team. This week has all been focused around either things that were to change be for the play-testing but we did not have time for or feedback we received, most of the feedback was aimed at how the game was played and not what was in the game.
As the feedback was coming in we noticed one very clear […]

Play-testing and Beta stress
As of this week, we attended the play-testing and most of what we got out of it was really helpful for the team. This week has all been focused around either things that were to change be for the play-testing but we did not have time for or feedback we received, most of the feedback was aimed at how the game was played and not what was in the game.
As the feedback was coming in we noticed one very clear […]

Cleaning up the wave spawning.
Hello! I Am Christofer Mattsson the lead coder in team Leviathan. We are now under ten weeks working on a game called Draxl’s journey.
We are now on the sexto week of production and our game is almost in beta.
This week.
This week I have mostly only continue working on the wave spawning script. I wrote about the wave spawning in my last blog post, so in this one I will talk about another problem I have had.
So let get started […]

Cleaning up the wave spawning.
Hello! I Am Christofer Mattsson the lead coder in team Leviathan. We are now under ten weeks working on a game called Draxl’s journey.
We are now on the sexto week of production and our game is almost in beta.
This week.
This week I have mostly only continue working on the wave spawning script. I wrote about the wave spawning in my last blog post, so in this one I will talk about another problem I have had.
So let get started […]

Leafy green veg for your fish tank
With the first plant finished, I started to create a second plant as concept art. This time I wanted a plant that was more concentrated with multiple stems as large leaves. I found something that I could start with and began to create the shape. This type of plant has a central base or rock and has multiple large leaves that come up from the center.
The general outline gives this appearance and was a simple way to put together some […]

Leafy green veg for your fish tank
With the first plant finished, I started to create a second plant as concept art. This time I wanted a plant that was more concentrated with multiple stems as large leaves. I found something that I could start with and began to create the shape. This type of plant has a central base or rock and has multiple large leaves that come up from the center.
The general outline gives this appearance and was a simple way to put together some […]

Game Design 2 – Projectiles
Implementing variation of projectiles.

Losing a Day’s Work
Fuck-nuggets.
Imagine building something wonderful only to have it be unexpectedly knocked down. This was the 9/11 of team Rukh. Let me indulge you. There I was, just finishing what might be the best piece of design work since the pyramids or my Scrum document, when suddenly an update eviscerated my work and took my dreams with it. Some say it was an inside job as it was my lead artist who applied the update, however I assure you this was […]

Losing a Day’s Work
Fuck-nuggets.
Imagine building something wonderful only to have it be unexpectedly knocked down. This was the 9/11 of team Rukh. Let me indulge you. There I was, just finishing what might be the best piece of design work since the pyramids or my Scrum document, when suddenly an update eviscerated my work and took my dreams with it. Some say it was an inside job as it was my lead artist who applied the update, however I assure you this was […]
Which talk should we pick?
One of our still-secret but crazy-awesome speakers is just blasting ideas at us – they have pitched no less than 4 excellent talks so far!
We love them all and can’t seem to pick one! Please help us decide by voting in our poll:
iFrameResize({ enablePublicMethods: true, minHeight: 230 })
Thanks for weighing in, and please check out all the conference sessions so far!
Oh, and a pro-tip: Visby is fast running out of hotel beds for the conference dates. Please make […]
Which talk should we pick?
One of our still-secret but crazy-awesome speakers is just blasting ideas at us – they have pitched no less than 4 excellent talks so far!
We love them all and can’t seem to pick one! Please help us decide by voting in our poll:
iFrameResize({ enablePublicMethods: true, minHeight: 230 })
Thanks for weighing in, and please check out all the conference sessions so far!
Oh, and a pro-tip: Visby is fast running out of hotel beds for the conference dates. Please make […]