Browsing '2014 ': Students starting in 2014

One month

Now I have stayed in Visby for one month, studied together with 95 gamerstudents, had assignments, group work and other activities. I have walked along the city’s streets, around the wall and to Galgberget north of Visby. But I mostly chill at my flat, surfing on the internet, studying, reading student literature, playing video games and watching movies. Three weeks ago I was an a guided bus toar to the northern part of Gotland. Two weeks ago I was visited by my […]

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Program: Graphics

One month

Now I have stayed in Visby for one month, studied together with 95 gamerstudents, had assignments, group work and other activities. I have walked along the city’s streets, around the wall and to Galgberget north of Visby. But I mostly chill at my flat, surfing on the internet, studying, reading student literature, playing video games and watching movies. Three weeks ago I was an a guided bus toar to the northern part of Gotland. Two weeks ago I was visited by my […]

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Program: Graphics

Hazards – Spikes and arrow trap

Today went very well, I started working on the hazards of the game and decided to start with spikes.
Spikes is just what it sounds like, a set of connecting spikes that damages the player when he enters them. Because the spikes has no solid hitbox I added a pushback to the player so he doesn’t just fall through them and take damage. The reason for not having a solid hitbox is that the player would be able to stand on top […]

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Program: Programming

Hazards – Spikes and arrow trap

Today went very well, I started working on the hazards of the game and decided to start with spikes.
Spikes is just what it sounds like, a set of connecting spikes that damages the player when he enters them. Because the spikes has no solid hitbox I added a pushback to the player so he doesn’t just fall through them and take damage. The reason for not having a solid hitbox is that the player would be able to stand on top […]

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Program: Programming

Analysis of Sushi Go!

Collect sushi with cute anime faces. Dip them in wasabi and triple their points!

Every round in Sushi Go! you collect sushi of different kinds, then you count points based on what you picked. Often you need a collection of the same dish to get the required points, but some cards combos with another card.

Every round, each player starts out with X cards in their hand. Based on the number of players in […]

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Program: Programming

Analysis of Sushi Go!

Collect sushi with cute anime faces. Dip them in wasabi and triple their points!

Every round in Sushi Go! you collect sushi of different kinds, then you count points based on what you picked. Often you need a collection of the same dish to get the required points, but some cards combos with another card.

Every round, each player starts out with X cards in their hand. Based on the number of players in […]

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Program: Programming

Some progress on Project SlashR

I sat down for a couple of hours and drew some more ground for the game, just to get something done. I covered the basic ground chunks and some platforms. They are drawn in such a way that you can move them around and build a landscape without too much of a hassle. I also drew a quick idea for the main character. I will now move on to draw some more ground and and decoration objects aswell as a few […]

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Program: Graphics

Some progress on Project SlashR

I sat down for a couple of hours and drew some more ground for the game, just to get something done. I covered the basic ground chunks and some platforms. They are drawn in such a way that you can move them around and build a landscape without too much of a hassle. I also drew a quick idea for the main character. I will now move on to draw some more ground and and decoration objects aswell as a few […]

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Program: Graphics

Impending Doom

We got an assignment about designing an impending doom game and writing an essay about the game we wanted to make. I just finished my essay and sent it in and thought I should share it here on my blog too.

Under the knife
When the player starts up the game the character is lying on an autopsy table in a quiet, white room in a mortuary. The player can look around in the room but is unable to move any limbs […]

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Program: Programming

Impending Doom

We got an assignment about designing an impending doom game and writing an essay about the game we wanted to make. I just finished my essay and sent it in and thought I should share it here on my blog too.

Under the knife
When the player starts up the game the character is lying on an autopsy table in a quiet, white room in a mortuary. The player can look around in the room but is unable to move any limbs […]

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Program: Programming

Some progress on Project SlashR

I sat down for a couple of hours and drew some more ground for the game, just to get something done. I covered the basic ground chunks and some platforms. They are drawn in such a way that you can move them around and build a landscape without too much of a hassle. I also drew a quick idea for the main character. I will now move on to draw some more ground and and decoration objects aswell as a few […]

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Program: Graphics

Some progress on Project SlashR

I sat down for a couple of hours and drew some more ground for the game, just to get something done. I covered the basic ground chunks and some platforms. They are drawn in such a way that you can move them around and build a landscape without too much of a hassle. I also drew a quick idea for the main character. I will now move on to draw some more ground and and decoration objects aswell as a few […]

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Program: Graphics

Ernest Adams workshop: Call of Beauty

Two weeks earlier (whoo, how time flies!) we had the Ernest Adams “Fundamental Principles of Game Design”-workshop, which served as an interesting first “proper”, structured group-project in the course. This post is a combined re-telling of events and reflections on the project, snuggled up in a heap of TEXT and BULLET LISTS. Enjoy!
The workshop began with a presentation about (amongst other things):

What is a game?
Types of fun in video games.
The components of gameplay.
Types of challenges.
Interweaving narrative and gameplay.

The most important take-aways from […]

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Program: Graphics

Ernest Adams workshop: Call of Beauty

Two weeks earlier (whoo, how time flies!) we had the Ernest Adams “Fundamental Principles of Game Design”-workshop, which served as an interesting first “proper”, structured group-project in the course. This post is a combined re-telling of events and reflections on the project, snuggled up in a heap of TEXT and BULLET LISTS. Enjoy!
The workshop began with a presentation about (amongst other things):

What is a game?
Types of fun in video games.
The components of gameplay.
Types of challenges.
Interweaving narrative and gameplay.

The most important take-aways from […]

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Program: Graphics

Week 4.

This week we were given the assignment to create a playable paperback game in 24 hours.
We were told to choose an already existing game and duplicate the player experience from that game. To do this we had to analyze what we liked about it, what was the games essence, and cut it out of the game and turn it applicable in a paperback prototype of that game. For example: one team chose tetris, which to them was a timed challenge […]

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Program: Graphics

Week 4.

This week we were given the assignment to create a playable paperback game in 24 hours.
We were told to choose an already existing game and duplicate the player experience from that game. To do this we had to analyze what we liked about it, what was the games essence, and cut it out of the game and turn it applicable in a paperback prototype of that game. For example: one team chose tetris, which to them was a timed challenge […]

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Program: Graphics

Week 4.

This week we were given the assignment to create a playable paperback game in 24 hours.
We were told to choose an already existing game and duplicate the player experience from that game. To do this we had to analyze what we liked about it, what was the games essence, and cut it out of the game and turn it applicable in a paperback prototype of that game. For example: one team chose tetris, which to them was a timed challenge […]

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Program: Graphics

Week 4.

This week we were given the assignment to create a playable paperback game in 24 hours.
We were told to choose an already existing game and duplicate the player experience from that game. To do this we had to analyze what we liked about it, what was the games essence, and cut it out of the game and turn it applicable in a paperback prototype of that game. For example: one team chose tetris, which to them was a timed challenge […]

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Program: Graphics

Wall sliding!

Today I was busy doing other stuff and therefore I did not have much time to program. But I managed to squeeze in some time and finish the last variable for the players basic movement, wall sliding. The player now slides down slower if he is touching a wall, in comparison to just falling faster with gravity. The sliding works by applying an small upwards force when the player is touching a wall and has a negative velocity value on Y-axis.
I […]

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Program: Programming

Wall sliding!

Today I was busy doing other stuff and therefore I did not have much time to program. But I managed to squeeze in some time and finish the last variable for the players basic movement, wall sliding. The player now slides down slower if he is touching a wall, in comparison to just falling faster with gravity. The sliding works by applying an small upwards force when the player is touching a wall and has a negative velocity value on Y-axis.
I […]

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Program: Programming

3D Computer Graphics: Theory and Application I, Post 4

This is my fourth post in relation to course 5SD045, within it are the results of the courses fourth week’s practical assignments, detailed for our benefit during lectures held on 2014-09-24 and 2014-09-25.
The first assignment this post covers is that which aforementioned lectures were primarily focused on; to apply UV projections to a game-ready 3d asset – and to then use those UV projections to apply a diffuse map to the asset. In less obfuscated terms; to unwrap and texture […]

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Program: Graphics

3D Computer Graphics: Theory and Application I, Post 4

This is my fourth post in relation to course 5SD045, within it are the results of the courses fourth week’s practical assignments, detailed for our benefit during lectures held on 2014-09-24 and 2014-09-25.
The first assignment this post covers is that which aforementioned lectures were primarily focused on; to apply UV projections to a game-ready 3d asset – and to then use those UV projections to apply a diffuse map to the asset. In less obfuscated terms; to unwrap and texture […]

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Program: Graphics

3D Computer Graphics: Theory and Application I, Post 4

This is my fourth post in relation to course 5SD045, within it are the results of the courses fourth week’s practical assignments, detailed for our benefit during lectures held on 2014-09-24 and 2014-09-25.
The first assignment this post covers is that which aforementioned lectures were primarily focused on; to apply UV projections to a game-ready 3d asset – and to then use those UV projections to apply a diffuse map to the asset. In less obfuscated terms; to unwrap and texture […]

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Program: Graphics

3D Computer Graphics: Theory and Application I, Post 4

This is my fourth post in relation to course 5SD045, within it are the results of the courses fourth week’s practical assignments, detailed for our benefit during lectures held on 2014-09-24 and 2014-09-25.
The first assignment this post covers is that which aforementioned lectures were primarily focused on; to apply UV projections to a game-ready 3d asset – and to then use those UV projections to apply a diffuse map to the asset. In less obfuscated terms; to unwrap and texture […]

/ Comments Off on 3D Computer Graphics: Theory and Application I, Post 4
Program: Graphics