Slingy and projectiles

The most important task this week was the sprite for an enemy called Slingy, it’s a character that is supposed to come up from the bottom of the screen and shoot at the player with a slingshot.
All of the assets were made in Adobe Photoshop CC 2017.
 
The enemy characters in this game are supposed to have their weapons be a part of themselves to convey a feeling of that they are the weapon, that the person is not the important […]

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Program: Graphics

Slingy and projectiles

The most important task this week was the sprite for an enemy called Slingy, it’s a character that is supposed to come up from the bottom of the screen and shoot at the player with a slingshot.
All of the assets were made in Adobe Photoshop CC 2017.
 
The enemy characters in this game are supposed to have their weapons be a part of themselves to convey a feeling of that they are the weapon, that the person is not the important […]

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Program: Graphics

Blog 09-02-2017 Daniel Ahlberg Game Design 2

This week, one of my tasks was to make some basic GUI for the game. I have done some GUI before so i felt confident that i could do it for the game.
what i made was a basic start screen scene which included two empty game objects, one which was for the start screen canvas and one which was for tutorial canvas.
The start screen canvas, have two functions and buttons, either press space to continue or press escape […]

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Program: Game Design

Blog 09-02-2017 Daniel Ahlberg Game Design 2

This week, one of my tasks was to make some basic GUI for the game. I have done some GUI before so i felt confident that i could do it for the game.
what i made was a basic start screen scene which included two empty game objects, one which was for the start screen canvas and one which was for tutorial canvas.
The start screen canvas, have two functions and buttons, either press space to continue or press escape […]

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Program: Game Design

Shellfish – Group S – Map Boundaries (Coding)

Our team Shadhavar is making a game called Shellfish which is a 2D shoot’em up game, that takes place in a fishtank. One of the responsibilities i was tasked with, as part of the 2 man programming unit of our team, was to make a script of the levels map boundaries in Unity. Making the boundaries includes not letting the player nor the enemies to leave the level which is in 1 screen (meaning that the camera remains stationary and […]

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Program: Programming

Shellfish – Group S – Map Boundaries (Coding)

Our team Shadhavar is making a game called Shellfish which is a 2D shoot’em up game, that takes place in a fishtank. One of the responsibilities i was tasked with, as part of the 2 man programming unit of our team, was to make a script of the levels map boundaries in Unity. Making the boundaries includes not letting the player nor the enemies to leave the level which is in 1 screen (meaning that the camera remains stationary and […]

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Program: Programming

Powerup!

What:
An artifact I’ve worked on this week is a simple powerup that will act as a “key” in the game. The powerup itself is simple, once you pick it up the type of projectile you launch changes. The color of the projectile is the same as the powerup the player picked up.

A purple powerup *placeholder

These projectiles then serve the purpose for the player to unlock new areas of the game that were previously blocked by obstacles. These obstacles have some sort […]

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Program: Programming

Powerup!

What:
An artifact I’ve worked on this week is a simple powerup that will act as a “key” in the game. The powerup itself is simple, once you pick it up the type of projectile you launch changes. The color of the projectile is the same as the powerup the player picked up.

A purple powerup *placeholder

These projectiles then serve the purpose for the player to unlock new areas of the game that were previously blocked by obstacles. These obstacles have some sort […]

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Program: Programming

The Frustrating Spider Animation

This week I’ve been trying to develop a animation cycle for a spider. This spider is an enemy within the game and will act hostile towards the player character whenever it sees the opportunity. The spider will be located mostly in spider webs they’ve weaved and different around such as branches. However, to make this all possible, I’ve been working on a walking animation cycle.
This was a difficult task. I had no idea how a spider walked, not to mention […]

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Program: Graphics

The Frustrating Spider Animation

This week I’ve been trying to develop a animation cycle for a spider. This spider is an enemy within the game and will act hostile towards the player character whenever it sees the opportunity. The spider will be located mostly in spider webs they’ve weaved and different around such as branches. However, to make this all possible, I’ve been working on a walking animation cycle.
This was a difficult task. I had no idea how a spider walked, not to mention […]

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Program: Graphics

Reward contridictions

Combo System
For our shoot em up we have a combo mechanic. Right now if you kill an enemy they shoot out a “combo Object”. You as a player may try to shoot it and if you hit you get combo increase in combo Level. The combo Level makes you do more damage. If you miss the combo objected you combo level will resets. The thought process is that you going to kill an enemy to get stronger and kill enemies […]

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Program: Programming

Reward contridictions

Combo System
For our shoot em up we have a combo mechanic. Right now if you kill an enemy they shoot out a “combo Object”. You as a player may try to shoot it and if you hit you get combo increase in combo Level. The combo Level makes you do more damage. If you miss the combo objected you combo level will resets. The thought process is that you going to kill an enemy to get stronger and kill enemies […]

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Program: Programming

Designer of sound

Hi, the designer of time is back to tell you guys more about my experience in my new team ”Cyclops”. I am taking a break from designing Echo (not the final name for the game) to write this blog post.
I havn’t  told you guys about Echo yet so this post will be a brief introduction to the game and a detail I have been working on.
In Echo you play as a moth in search for your children that are lost in […]

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Program: Game Design

Designer of sound

Hi, the designer of time is back to tell you guys more about my experience in my new team ”Cyclops”. I am taking a break from designing Echo (not the final name for the game) to write this blog post.
I havn’t  told you guys about Echo yet so this post will be a brief introduction to the game and a detail I have been working on.
In Echo you play as a moth in search for your children that are lost in […]

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Program: Game Design

Hornet/”Hunter” – Enemy

 
During the last few weeks I have been working on a game project with the working title ”Echo”, along with my group. Echo is a game set in a world of insects, where you play as a  moth fluttering about in a dark forest, or to be more precise, the branches of a single tree, since you are so small.
I was to design one of the primary enemies in the game, a wasp or hornet that hunts the player if […]

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Program: Graphics

Hornet/”Hunter” – Enemy

 
During the last few weeks I have been working on a game project with the working title ”Echo”, along with my group. Echo is a game set in a world of insects, where you play as a  moth fluttering about in a dark forest, or to be more precise, the branches of a single tree, since you are so small.
I was to design one of the primary enemies in the game, a wasp or hornet that hunts the player if […]

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Program: Graphics

Today I achieved to create my AWESOME WAVE creator that is super DYNAMIC BROOAAA!

Today my Task was to create a dynamic Wave/round handler. The point of this handler is to be able to create effective and fast waves that works like levels in are games.  MY idé to progress in this mater was to create a game object that could control and handle waves that carried spawn points as there Children’s.
The result was a Splendid success! now it is one of are core script that will boost are production to the next level. […]

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Program: Programming

Today I achieved to create my AWESOME WAVE creator that is super DYNAMIC BROOAAA!

Today my Task was to create a dynamic Wave/round handler. The point of this handler is to be able to create effective and fast waves that works like levels in are games.  MY idé to progress in this mater was to create a game object that could control and handle waves that carried spawn points as there Children’s.
The result was a Splendid success! now it is one of are core script that will boost are production to the next level. […]

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Program: Programming

The Current GUI

The concept document for SelFish had no planned or explained GUI, so my team and I had to come up with an idea of our own. We discussed our target audience and what they thought would be appealing and decided to have a game based on high-score, though we thought that basing it only on high-score alone would be a bit dull. To solve this, we came up with a high-score system that affects the power-up, which we decided to […]

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Program: Game Design

The Current GUI

The concept document for SelFish had no planned or explained GUI, so my team and I had to come up with an idea of our own. We discussed our target audience and what they thought would be appealing and decided to have a game based on high-score, though we thought that basing it only on high-score alone would be a bit dull. To solve this, we came up with a high-score system that affects the power-up, which we decided to […]

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Program: Game Design

Intelligent fish

In our game you play as an exploration robot that look at fish, and later avoid getting bit by meaner fish.

Since you can’t kill any fish in the game, it’s important that they are interesting to interact with and swim around like actual fish. They are state machines, which makes it easy for us to reuse behaviors and organize logic. The fish use a bunch of trigger hitboxes to sense their surroundings.
An observant fish
When something enters the sight trigger, the […]

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Program: Programming

Intelligent fish

In our game you play as an exploration robot that look at fish, and later avoid getting bit by meaner fish.

Since you can’t kill any fish in the game, it’s important that they are interesting to interact with and swim around like actual fish. They are state machines, which makes it easy for us to reuse behaviors and organize logic. The fish use a bunch of trigger hitboxes to sense their surroundings.
An observant fish
When something enters the sight trigger, the […]

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Program: Programming