Browsing '2014 ': Students starting in 2014
An ending in time for GGC
For GGC we wanted an end to the game instead of showing the player a blank screen whit game over. So we decided that something would be shown at the end and our game title would be displayed. So as a team we decided to show a cut character that walked up to the player and then display our logo or game title on screen.
This was mostly only for GGC and Was not intended to represent the end of the actual […]
An ending in time for GGC
For GGC we wanted an end to the game instead of showing the player a blank screen whit game over. So we decided that something would be shown at the end and our game title would be displayed. So as a team we decided to show a cut character that walked up to the player and then display our logo or game title on screen.
This was mostly only for GGC and Was not intended to represent the end of the actual […]
What did Sebastian DO?
Hi!
It has been a couple of intense weeks since my last post. The last two weeks of Slumber development were spent working very hard to deliver the very best game for Gotland Game Conference possible. As a result I forgot to blog. Ooops!
That’s okay though! (For me at least, we’ll have to see what my professors say!). This allows me to reflect much more than usual on the process.
I ended up doing a lot of different things during this project. Looking at […]
What did Sebastian DO?
Hi!
It has been a couple of intense weeks since my last post. The last two weeks of Slumber development were spent working very hard to deliver the very best game for Gotland Game Conference possible. As a result I forgot to blog. Ooops!
That’s okay though! (For me at least, we’ll have to see what my professors say!). This allows me to reflect much more than usual on the process.
I ended up doing a lot of different things during this project. Looking at […]
GGC Aftermath – Thoughts about the Project
The GGC is over and now is the time to write the project report. The report will be turned in Monday on May 30, and seminars will take place on June 3 and 10. I will be writing about my animation work for our previous game project, Synapse.
Several months before the Big Game Project course began, I was very nervous about my performance on it, since I haven’t read much graphics courses during my second year. Luckily, I found a […]
GGC Aftermath – Thoughts about the Project
The GGC is over and now is the time to write the project report. The report will be turned in Monday on May 30, and seminars will take place on June 3 and 10. I will be writing about my animation work for our previous game project, Synapse.
Several months before the Big Game Project course began, I was very nervous about my performance on it, since I haven’t read much graphics courses during my second year. Luckily, I found a […]
Post-GGC
So, this ride was amazing, and it feels a bit sad that the development course is over. Don’t think I have been this bummed out about summer soon being here… Anyway.
What are the future plans for Anchored and were will we go from here?
A lot of people have been approaching us and have asked us for a copy of the GGC build. I feel honored by this. All I’ve wanted since starting developing games is to create games that people (and […]
Post-GGC
So, this ride was amazing, and it feels a bit sad that the development course is over. Don’t think I have been this bummed out about summer soon being here… Anyway.
What are the future plans for Anchored and were will we go from here?
A lot of people have been approaching us and have asked us for a copy of the GGC build. I feel honored by this. All I’ve wanted since starting developing games is to create games that people (and […]
GGC
Last weekend we exhibited Anchored at the Gotland Game Conference, and it was a lot of fun. A lot of people played Anchored and we got lots of great feedback and input from a lot of people who played the game. Simply by observing people play provided really useful feedback.
We did find a game breaking bug in the GGC build, which was tied to the tutorial. During the tutorial the player is asked to construct a building. If the player […]
GGC
Last weekend we exhibited Anchored at the Gotland Game Conference, and it was a lot of fun. A lot of people played Anchored and we got lots of great feedback and input from a lot of people who played the game. Simply by observing people play provided really useful feedback.
We did find a game breaking bug in the GGC build, which was tied to the tutorial. During the tutorial the player is asked to construct a building. If the player […]
The wonderful world of Re spawning
So Somethings we changed for GGC is the way we re spawn in the game. The checkpoints implemented glows whit a fire particle and a water particle when Lumi(Fire squirrel) and Terra(Grass ball) moves inside a trigger. This then gets recognized ass the re spawn point. If Lumi or Terra then die this is the position they will re appear at.
The Gif above Represents what happens when the players go to far away from each other. as shown the screen […]
The wonderful world of Re spawning
So Somethings we changed for GGC is the way we re spawn in the game. The checkpoints implemented glows whit a fire particle and a water particle when Lumi(Fire squirrel) and Terra(Grass ball) moves inside a trigger. This then gets recognized ass the re spawn point. If Lumi or Terra then die this is the position they will re appear at.
The Gif above Represents what happens when the players go to far away from each other. as shown the screen […]
Tooltips or Button prompts to help Players
Hello This one will be a bit short. We implemented a system of button prompts that will play an animation that blinks the button to be pressed to make it easier to proceed.
This is an example of the prompt that we in the group called a tool tip so will to from now on. This tool tip were one of several meant to show the player what to do in a situation in the beginning of the level and also […]
Tooltips or Button prompts to help Players
Hello This one will be a bit short. We implemented a system of button prompts that will play an animation that blinks the button to be pressed to make it easier to proceed.
This is an example of the prompt that we in the group called a tool tip so will to from now on. This tool tip were one of several meant to show the player what to do in a situation in the beginning of the level and also […]
Building a Platformer in 11 days
For 11 days, starting from Tuesday on May 10th to saturday night on May 21st, we built a whole new game called Spark. A combat platformer where you would would play as the last spark of hope (symbolized as a female knight armed with a sword and a torch) who must defeat shadowy monsters who symbolize deppresion, anxiety and paranoia in a nightmarish world.
For this new project, I was tasked with three types of assignments: making prototype assets, create/collect/edit/implement sound effects […]
Building a Platformer in 11 days
For 11 days, starting from Tuesday on May 10th to saturday night on May 21st, we built a whole new game called Spark. A combat platformer where you would would play as the last spark of hope (symbolized as a female knight armed with a sword and a torch) who must defeat shadowy monsters who symbolize deppresion, anxiety and paranoia in a nightmarish world.
For this new project, I was tasked with three types of assignments: making prototype assets, create/collect/edit/implement sound effects […]
Vegetation with SpeedTree
Hello!
So when making the grass that was to be placed in the game I made use of speedtree, as files from that program work automatically with the wind in Unity. So by simply porting in models, fixing them around a bit and then sending the from SpeedTree to Unity, we could easily make them sway in the simulated wind.
I had never used speedtree or worked with planes in this way before, so it was rather exciting to learn somethin new. […]
Vegetation with SpeedTree
Hello!
So when making the grass that was to be placed in the game I made use of speedtree, as files from that program work automatically with the wind in Unity. So by simply porting in models, fixing them around a bit and then sending the from SpeedTree to Unity, we could easily make them sway in the simulated wind.
I had never used speedtree or worked with planes in this way before, so it was rather exciting to learn somethin new. […]
Special Mushroom Models
Hello!
The last of the mushroom models I made. These were the ones that had special functions in the game and had to be animated. One of those I showed in the previous post, so I will go ahead and show that one again along with the others.
The bounce shroom was the first of the special mushrooms I made. Using the line drawing tool in 3ds max I was able to make the spiral, which I could then apply a plane too using […]
Special Mushroom Models
Hello!
The last of the mushroom models I made. These were the ones that had special functions in the game and had to be animated. One of those I showed in the previous post, so I will go ahead and show that one again along with the others.
The bounce shroom was the first of the special mushrooms I made. Using the line drawing tool in 3ds max I was able to make the spiral, which I could then apply a plane too using […]
BGP: Post GGC
Well, the past few days have certainly been a trip and a half.
I don’t think any of us in the team expected to get so many people who played our game and so much positive feedback from everyone. The two computers we had set up rarely went unused, as there was almost always someone who played there.
We’ve had people tell us stories about how they or their friends/relatives have gone through similar things and that it was very emotional for […]
BGP: Post GGC
Well, the past few days have certainly been a trip and a half.
I don’t think any of us in the team expected to get so many people who played our game and so much positive feedback from everyone. The two computers we had set up rarely went unused, as there was almost always someone who played there.
We’ve had people tell us stories about how they or their friends/relatives have gone through similar things and that it was very emotional for […]
The end of Big game project
Time really does fly. I don´t even know where to begin! The project development has gone up and down and been both great and really hard. The first thing I think about when it comes to BGP (big game project) is that nothing ended up like I had planned when I wrote my first blog post. The goal was to be smart in advance and plan with room for error and so that the project would be completed before the […]
The end of Big game project
Time really does fly. I don´t even know where to begin! The project development has gone up and down and been both great and really hard. The first thing I think about when it comes to BGP (big game project) is that nothing ended up like I had planned when I wrote my first blog post. The goal was to be smart in advance and plan with room for error and so that the project would be completed before the […]