Browsing '2013': Students starting in 2013
My artifact, the Game Design Document
So in this new course we’re making another game and will be writing one of several artifacts that you’ve been working with. You should answer the questions what/how/why? and basically reflect on what you’ve worked with. It has to be 400 words minimum and deadlines are on thursdays and on top of that one member of another group will comment your blog post with at least 200 words. Anyway enough talk already let’s get started!
So what have I done and […]
My artifact, the Game Design Document
So in this new course we’re making another game and will be writing one of several artifacts that you’ve been working with. You should answer the questions what/how/why? and basically reflect on what you’ve worked with. It has to be 400 words minimum and deadlines are on thursdays and on top of that one member of another group will comment your blog post with at least 200 words. Anyway enough talk already let’s get started!
So what have I done and […]
My artifact, the Game Design Document
So in this new course we’re making another game and will be writing one of several artifacts that you’ve been working with. You should answer the questions what/how/why? and basically reflect on what you’ve worked with. It has to be 400 words minimum and deadlines are on thursdays and on top of that one member of another group will comment your blog post with at least 200 words. Anyway enough talk already let’s get started!
So what have I done and […]
My artifact, the Game Design Document
So in this new course we’re making another game and will be writing one of several artifacts that you’ve been working with. You should answer the questions what/how/why? and basically reflect on what you’ve worked with. It has to be 400 words minimum and deadlines are on thursdays and on top of that one member of another group will comment your blog post with at least 200 words. Anyway enough talk already let’s get started!
So what have I done and […]
Codename: Haunted Light – SpriteManager
This week and the previous one have been great! We’ve managed to fix most of the game engine’s core features. In the forthcoming days we’ll start working on some simple gameplay implementations.
The development library we use for Haunted Light is SFML (Simple and Fast Multimedia Library). Well the name speaks for itself but it’s a simple-to-use framework to communicate with all the Input and Output devices of the computer. Without a development library you’d have to write code that directly […]
Codename: Haunted Light – SpriteManager
This week and the previous one have been great! We’ve managed to fix most of the game engine’s core features. In the forthcoming days we’ll start working on some simple gameplay implementations.
The development library we use for Haunted Light is SFML (Simple and Fast Multimedia Library). Well the name speaks for itself but it’s a simple-to-use framework to communicate with all the Input and Output devices of the computer. Without a development library you’d have to write code that directly […]
Sprinting Into Pre-Alpha
At the moment we are creating games based on the concepts we did a couple of months ago. My group is creating a “defend the objective” type game where the player is tasked with defending his/her truck from waves of bandits. The most off the cuff mechanic in this game is that you are only allowed to move in a circular arc around your truck. To make sure we are going to complete the game before the course is finished […]
Sprinting Into Pre-Alpha
At the moment we are creating games based on the concepts we did a couple of months ago. My group is creating a “defend the objective” type game where the player is tasked with defending his/her truck from waves of bandits. The most off the cuff mechanic in this game is that you are only allowed to move in a circular arc around your truck. To make sure we are going to complete the game before the course is finished […]
Running
Last week, as I have mentioned earlier, I decided to take on creating two animations for our game, currently named Terminal. The main character is of course the most important part and therefore we want the animations for her done as soon as possible. Since I have already discussed the walkcycle I thought I would write something about the run-animation.I started by using some of the walkcycle frames as a reference for proportions, movement style and placement and redrew […]
Running
Last week, as I have mentioned earlier, I decided to take on creating two animations for our game, currently named Terminal. The main character is of course the most important part and therefore we want the animations for her done as soon as possible. Since I have already discussed the walkcycle I thought I would write something about the run-animation.I started by using some of the walkcycle frames as a reference for proportions, movement style and placement and redrew […]
Sneak
As usual this week has been very busy so far, and the worst is not yet over. Since we have a deadline Friday I decided to take on doing a sneak animations, two aiming animations and two shooting animations, I was hesitant as it is a lot of work to do in the little time we have, however it has to be done. It would have been hard work getting it done and as expected a lot of other things […]
Sneak
As usual this week has been very busy so far, and the worst is not yet over. Since we have a deadline Friday I decided to take on doing a sneak animations, two aiming animations and two shooting animations, I was hesitant as it is a lot of work to do in the little time we have, however it has to be done. It would have been hard work getting it done and as expected a lot of other things […]
Project Report 2014-02-12
This week I primarily focused on the Game Design Document for our project based on the concept document of “Suit Em Up”. Once a rough draft of the layout had been made focus shifted to defining the various aspects and components of the game while making sure the articulation remained consistent throughout the text. Many revisions were made to ensure consistency was maintained both on my own and with the help of the rest of the group. Their aid was […]
Project Report 2014-02-12
This week I primarily focused on the Game Design Document for our project based on the concept document of “Suit Em Up”. Once a rough draft of the layout had been made focus shifted to defining the various aspects and components of the game while making sure the articulation remained consistent throughout the text. Many revisions were made to ensure consistency was maintained both on my own and with the help of the rest of the group. Their aid was […]
10 Week Project – Week 1 – Level Design
Ok, so I forgot to write a blog post about our new 10 week project where we get to choose another groups concept and develop a game around that.
A quick recap: We chose the concept of the game Escape.
Anyways, ever since we started the project I have, as the lead designer, written our game design document which probably won’t make for an exciting blog post. That blog post would basically be… our game design document. So I’m going to write […]
10 Week Project – Week 1 – Level Design
Ok, so I forgot to write a blog post about our new 10 week project where we get to choose another groups concept and develop a game around that.
A quick recap: We chose the concept of the game Escape.
Anyways, ever since we started the project I have, as the lead designer, written our game design document which probably won’t make for an exciting blog post. That blog post would basically be… our game design document. So I’m going to write […]
The first concept art for the game “aggressive bystander”. Before I begun working on the image I sketched on a lot of different constellations on the theme of the game. The theme is in short terms, an old guy caught in the middle of a riot. He is equally pissed off at all sides of the riot, both police and protestors. So he starts to take out all of his frustration on everything within reach. He is basically fed up […]
The first concept art for the game “aggressive bystander”. Before I begun working on the image I sketched on a lot of different constellations on the theme of the game. The theme is in short terms, an old guy caught in the middle of a riot. He is equally pissed off at all sides of the riot, both police and protestors. So he starts to take out all of his frustration on everything within reach. He is basically fed up […]
Project Terminal – The Fatigue Meter
Last week I took on the responsibility of creating the HUD for the game. In this post I will showcase the fatigue meter and explain how I’ve been thinking when designing it.
Our character will be able to sprint when moving through the game world. While sprinting a fatigue meter will gradually be filling up. When it is filled you will start breathing heavily which makes you more likely to alert the guards in the near vicinity of you.
For starters, I […]
Project Terminal – The Fatigue Meter
Last week I took on the responsibility of creating the HUD for the game. In this post I will showcase the fatigue meter and explain how I’ve been thinking when designing it.
Our character will be able to sprint when moving through the game world. While sprinting a fatigue meter will gradually be filling up. When it is filled you will start breathing heavily which makes you more likely to alert the guards in the near vicinity of you.
For starters, I […]
Soon I am done with the Document
This week I have been working on the design document. It is going well and I have put down all my time to it. It will soon be done and my fellow team mates can look at it and give me some response. I have been dealing with the games details. Things that make a game work. A design document is a little like a rulebook. If you follow the document every part of the game from coding to art […]
Soon I am done with the Document
This week I have been working on the design document. It is going well and I have put down all my time to it. It will soon be done and my fellow team mates can look at it and give me some response. I have been dealing with the games details. Things that make a game work. A design document is a little like a rulebook. If you follow the document every part of the game from coding to art […]