Browsing '2012': Students starting in 2012
Speedrunning design: non-critical bugs are features!
These days game developers spend quite the amount of time polish their products to perfection. Readily available engines, for example Unity3D or Unreal Engine, leaves implementation of gameplay critical features such as collision to a dedicated team of experts, leaving us developers with a near perfect platform to build a game on. With minor tweaking glitches such as clipping through walls are practically extinct. Is this good or bad? A little bit of both.
For the speedrunning […]
Speedrunning design: non-critical bugs are features!
These days game developers spend quite the amount of time polish their products to perfection. Readily available engines, for example Unity3D or Unreal Engine, leaves implementation of gameplay critical features such as collision to a dedicated team of experts, leaving us developers with a near perfect platform to build a game on. With minor tweaking glitches such as clipping through walls are practically extinct. Is this good or bad? A little bit of both.
For the speedrunning […]
Updates!!!!
Hi y’all!I’ve been a busy bee the past few weeks having plenty of family visits, hugs and loads of sun!I have been spending whatever time I have managed to salvage form my busy schedule to work a bit on the second iteration of the game and thought I’d …
Updates!!!!
Hi y’all!I’ve been a busy bee the past few weeks having plenty of family visits, hugs and loads of sun!I have been spending whatever time I have managed to salvage form my busy schedule to work a bit on the second iteration of the game and thought I’d …
A look back at the GGC version cards part 2
Mistakes. They happen and this is the biggest one in the game. This was the last card to be checked off the play tested list and was rushed in order to be completed for Gotland Game Conference. The damage this card made to the opponent was so powerful that even if it cost 9 it would still be broken.
Lets list the mistakes:
1: It cost 7. A number that is not that hard to reach. Early False […]
A look back at the GGC version cards part 2
Mistakes. They happen and this is the biggest one in the game. This was the last card to be checked off the play tested list and was rushed in order to be completed for Gotland Game Conference. The damage this card made to the opponent was so powerful that even if it cost 9 it would still be broken.
Lets list the mistakes:
1: It cost 7. A number that is not that hard to reach. Early False […]
Mechropolis – Organic Puzzle Design || Understanding the Machine
When making Mechropolis, it was very important for us to create open-ended challenges that invite to exploration and have a natural presence in the game environment.
So what makes a challenge open ended? For Mechropolis, we defined an open-ended challenge as one that can be solved in several ways, giving the player a new experience each time the game is played.
When working with challenge design for Mechropolis, I found that the best way for me to reach this goal was to […]
Mechropolis – Organic Puzzle Design || Understanding the Machine
When making Mechropolis, it was very important for us to create open-ended challenges that invite to exploration and have a natural presence in the game environment.
So what makes a challenge open ended? For Mechropolis, we defined an open-ended challenge as one that can be solved in several ways, giving the player a new experience each time the game is played.
When working with challenge design for Mechropolis, I found that the best way for me to reach this goal was to […]
Mechropolis – Organic Puzzle Design || Understanding the Machine
When making Mechropolis, it was very important for us to create open-ended challenges that invite to exploration and have a natural presence in the game environment.
So what makes a challenge open ended? For Mechropolis, we defined an open-ended challenge as one that can be solved in several ways, giving the player a new experience each time the game is played.
When working with challenge design for Mechropolis, I found that the best way for me to reach this goal was to […]
Mechropolis – Organic Puzzle Design || Understanding the Machine
When making Mechropolis, it was very important for us to create open-ended challenges that invite to exploration and have a natural presence in the game environment.
So what makes a challenge open ended? For Mechropolis, we defined an open-ended challenge as one that can be solved in several ways, giving the player a new experience each time the game is played.
When working with challenge design for Mechropolis, I found that the best way for me to reach this goal was to […]
No sunshine for the wicked.
It’s raining outside. So much for summery weather this season.Normally I am the autumn loving kind of gal and there is nothing more I like than grey weather and rain EXCEPT today. It’s not September. It’s June.I’ve been waiting FOREVER for sunshine and …
No sunshine for the wicked.
It’s raining outside. So much for summery weather this season.Normally I am the autumn loving kind of gal and there is nothing more I like than grey weather and rain EXCEPT today. It’s not September. It’s June.I’ve been waiting FOREVER for sunshine and …
Mechropolis – Rotating the long way around
During the development of Mechropolis, our level designer came to me requesting the ability to limit the area in which the Stationary Thrower robot could turn to keep it’s arms from clipping into walls and to give the level designer more control when creating challenges.
The robot in the image above is the Stationary Thrower. It turns toward the player and throws her into the air when she steps onto it’s plate, kind of like a robotic jump pad.
Limiting the angles […]
Mechropolis – Rotating the long way around
During the development of Mechropolis, our level designer came to me requesting the ability to limit the area in which the Stationary Thrower robot could turn to keep it’s arms from clipping into walls and to give the level designer more control when creating challenges.
The robot in the image above is the Stationary Thrower. It turns toward the player and throws her into the air when she steps onto it’s plate, kind of like a robotic jump pad.
Limiting the angles […]
Mechropolis – Rotating the long way around
During the development of Mechropolis, our level designer came to me requesting the ability to limit the area in which the Stationary Thrower robot could turn to keep it’s arms from clipping into walls and to give the level designer more control when creating challenges.
The robot in the image above is the Stationary Thrower. It turns toward the player and throws her into the air when she steps onto it’s plate, kind of like a robotic jump pad.
Limiting the angles […]
Mechropolis – Rotating the long way around
During the development of Mechropolis, our level designer came to me requesting the ability to limit the area in which the Stationary Thrower robot could turn to keep it’s arms from clipping into walls and to give the level designer more control when creating challenges.
The robot in the image above is the Stationary Thrower. It turns toward the player and throws her into the air when she steps onto it’s plate, kind of like a robotic jump pad.
Limiting the angles […]
DirectX 11 – the 3D basics
Summer is here, and because of some unforeseen events I’m stuck inside while the sun is shining working on an assignment that we had earlier this year. I’m not going to bring up the why part here, that’s not relevant. What I’m going to do is to try and put up a blog post every time I get a revelation or as an attempt to reflect upon what I’m doing and to be able to do that, the best way […]
DirectX 11 – the 3D basics
Summer is here, and because of some unforeseen events I’m stuck inside while the sun is shining working on an assignment that we had earlier this year. I’m not going to bring up the why part here, that’s not relevant. What I’m going to do is to try and put up a blog post every time I get a revelation or as an attempt to reflect upon what I’m doing and to be able to do that, the best way […]
DirectX 11 – the 3D basics
Summer is here, and because of some unforeseen events I’m stuck inside while the sun is shining working on an assignment that we had earlier this year. I’m not going to bring up the why part here, that’s not relevant. What I’m going to do is to try and put up a blog post every time I get a revelation or as an attempt to reflect upon what I’m doing and to be able to do that, the best way […]
DirectX 11 – the 3D basics
Summer is here, and because of some unforeseen events I’m stuck inside while the sun is shining working on an assignment that we had earlier this year. I’m not going to bring up the why part here, that’s not relevant. What I’m going to do is to try and put up a blog post every time I get a revelation or as an attempt to reflect upon what I’m doing and to be able to do that, the best way […]
A look back at the GGC version cards part 1.
While play testing Agency I got the idea to look at the cards showed at Gotland game conference and explain my reasoning behind the card, share fun information behind the card and see if it was good or bad in the end. So in no perticular order:
The original idea of “And Now You Don’t” was it were suppose to be the second part of a two card part combination. The first card “Now you have it” […]
A look back at the GGC version cards part 1.
While play testing Agency I got the idea to look at the cards showed at Gotland game conference and explain my reasoning behind the card, share fun information behind the card and see if it was good or bad in the end. So in no perticular order:
The original idea of “And Now You Don’t” was it were suppose to be the second part of a two card part combination. The first card “Now you have it” […]
Grass!
So!A lot has happened since the last update!We displayed our game at the Gotland Game Conference, GGC in short, (http://gotlandgameconference.com/2014/) and won in three different categories which was more than I had ever dared to dream off considering …