Browsing '2014 ': Students starting in 2014
Week 3 of Big Game Project – Finishing the bear
This week I worked on the texture of the enemy from last week.
First I tried texturing it closely to the concept art, this is what it looked like:
I was pretty satisfied with the result but when trying it out in the game, we realized it was actually too well camouflaged. The players had a hard time making it out against the green background of the jungle. So I played around with the colors a bit and tried to make it […]
Week 3 of Big Game Project – Finishing the bear
This week I worked on the texture of the enemy from last week.
First I tried texturing it closely to the concept art, this is what it looked like:
I was pretty satisfied with the result but when trying it out in the game, we realized it was actually too well camouflaged. The players had a hard time making it out against the green background of the jungle. So I played around with the colors a bit and tried to make it […]
Week 2 of Big Game Project – Enemies
This week I worked on the first enemy for the game. The enemies are mostly going to be animals living in the jungle, but we didn’t want to just take normal animals from our own planet, since this game is set on a different world. So I started to design a new kind of predator. We wanted something big and heavy so all the settlers had to group up just to bring one down, this made me think of a […]
Week 2 of Big Game Project – Enemies
This week I worked on the first enemy for the game. The enemies are mostly going to be animals living in the jungle, but we didn’t want to just take normal animals from our own planet, since this game is set on a different world. So I started to design a new kind of predator. We wanted something big and heavy so all the settlers had to group up just to bring one down, this made me think of a […]
BGP Week 6: A little bit of everything
This week I’ve been doing a bit of everything, as the title says, since we’re nearing that point in the project where most of the major things are done and we just need to fix some small things here and there. I’m okay with this, as I enjoy working on a number of small things rather than one big thing.
We decided how to do the ending of the game, which I don’t want to spoil so I’m not going to […]
BGP Week 6: A little bit of everything
This week I’ve been doing a bit of everything, as the title says, since we’re nearing that point in the project where most of the major things are done and we just need to fix some small things here and there. I’m okay with this, as I enjoy working on a number of small things rather than one big thing.
We decided how to do the ending of the game, which I don’t want to spoil so I’m not going to […]
BGP week 6
Heyo, week 6 is over and stuff is coming together. The game is becoming more and more playable each day, which is fun. This week has been a little chaotic as we have been working to get the game ready for the playtesting which took place yesterday (friday). We also had a deadline yesterday to submit screenshots and the logo for our game. Logo below!
And here are some of the screenshots!
Chopping some Stone and Bear
Looking out for beetles!
Changing gear!
Killing a […]
BGP week 6
Heyo, week 6 is over and stuff is coming together. The game is becoming more and more playable each day, which is fun. This week has been a little chaotic as we have been working to get the game ready for the playtesting which took place yesterday (friday). We also had a deadline yesterday to submit screenshots and the logo for our game. Logo below!
And here are some of the screenshots!
Chopping some Stone and Bear
Looking out for beetles!
Changing gear!
Killing a […]
Prioritizing
We have been prioritizing all the main tasks during the sprint planning meetings. They are prioritized after how much they add value to our game.
During the sprint planning meetings, we talk about what we want to accomplish during the sprint. The decisions are noted as main tasks and then we start to prioritize all the main tasks. When they are prioritized, we divide us into two groups: programmers and artists/designers. Both groups go through the main tasks and talk about […]
Prioritizing
We have been prioritizing all the main tasks during the sprint planning meetings. They are prioritized after how much they add value to our game.
During the sprint planning meetings, we talk about what we want to accomplish during the sprint. The decisions are noted as main tasks and then we start to prioritize all the main tasks. When they are prioritized, we divide us into two groups: programmers and artists/designers. Both groups go through the main tasks and talk about […]
Prioritizing
We have been prioritizing all the main tasks during the sprint planning meetings. They are prioritized after how much they add value to our game.
During the sprint planning meetings, we talk about what we want to accomplish during the sprint. The decisions are noted as main tasks and then we start to prioritize all the main tasks. When they are prioritized, we divide us into two groups: programmers and artists/designers. Both groups go through the main tasks and talk about […]
Prioritizing
We have been prioritizing all the main tasks during the sprint planning meetings. They are prioritized after how much they add value to our game.
During the sprint planning meetings, we talk about what we want to accomplish during the sprint. The decisions are noted as main tasks and then we start to prioritize all the main tasks. When they are prioritized, we divide us into two groups: programmers and artists/designers. Both groups go through the main tasks and talk about […]
Synapse: Big Game Project Post #5
So, the project was pretty much deemed a train wreck. We finally got a chance to show off our game and get people to properly play test it, but the players were unimpressed, not only because we were so far behind on implementing our features, but also because the core mechanic of the game just failed to entertain. We had a chat within the group about trying to start over with a new game, but the idea was ultimately rejected […]
Synapse: Big Game Project Post #5
So, the project was pretty much deemed a train wreck. We finally got a chance to show off our game and get people to properly play test it, but the players were unimpressed, not only because we were so far behind on implementing our features, but also because the core mechanic of the game just failed to entertain. We had a chat within the group about trying to start over with a new game, but the idea was ultimately rejected […]
The Runes of Kalevala Developer’s Blog IV – The Quadrille of Antropomorphic Amphibians
FROGS
This track is a quadrille about frogs. Frogs of great power and poor manners.
It’s just a short outtake but it’s showing the direction I’m heading with it. I’ll be adding some slower parts and switch up the instrumentation some for the later bits. Again it’s all just performed by the power of MIDI and this project just loves to point out the flaws of that approach.
Basically everything we’re trying to accomplish with this game hinges on a level of authenticity […]
The Runes of Kalevala Developer’s Blog IV – The Quadrille of Antropomorphic Amphibians
FROGS
This track is a quadrille about frogs. Frogs of great power and poor manners.
It’s just a short outtake but it’s showing the direction I’m heading with it. I’ll be adding some slower parts and switch up the instrumentation some for the later bits. Again it’s all just performed by the power of MIDI and this project just loves to point out the flaws of that approach.
Basically everything we’re trying to accomplish with this game hinges on a level of authenticity […]
The Runes of Kalevala Developer’s Blog III – Wolves of Unusual Size
On the fourth week of development we came to the conclusion that we needed a battle theme for the wolves of unusual size running around the forest of our vertical slice.
I composed this rather breezy piece of 60s spy movie scented folk rumble of which I’m rather pleased. We still can’t afford the licenses to use actual Kanteles on the lead melodies so I’m using a harp which doesn’t sound even remotely like a kantele. But the one available instrument […]
The Runes of Kalevala Developer’s Blog III – Wolves of Unusual Size
On the fourth week of development we came to the conclusion that we needed a battle theme for the wolves of unusual size running around the forest of our vertical slice.
I composed this rather breezy piece of 60s spy movie scented folk rumble of which I’m rather pleased. We still can’t afford the licenses to use actual Kanteles on the lead melodies so I’m using a harp which doesn’t sound even remotely like a kantele. But the one available instrument […]
Vecka 5
Av Emma Mörk.
25/4-2016
22:05
Sigrid Svederoth
Jag började den här dagen med att ha ett kort möte med alla medlemmar där jag frågade vad vi ville prioritera nu fram till alphan som är i slutet av veckan. Vi delade upp arbetsuppgifter och diskutera lite av de sakerna vi hade fått under speltestningen i fredags. Flera personer kom med väldigt bra feedback och idéer så vi började diskutera de lite.
Har mest hållit på med programmering idag, som finjustering och […]
Vecka 5
Av Emma Mörk.
25/4-2016
22:05
Sigrid Svederoth
Jag började den här dagen med att ha ett kort möte med alla medlemmar där jag frågade vad vi ville prioritera nu fram till alphan som är i slutet av veckan. Vi delade upp arbetsuppgifter och diskutera lite av de sakerna vi hade fått under speltestningen i fredags. Flera personer kom med väldigt bra feedback och idéer så vi började diskutera de lite.
Har mest hållit på med programmering idag, som finjustering och […]
Playfest
Tomorrow is a day of playtest and also a day where I will do a minimum amount of work just to be able to take in the feedback of the current version from today. During this week I’ve been adding larger events due to the lack of said events at the alpha presentation.
Since I haven’t figured out a good way to do the events, they’re hard coded and I’m ashamed. Hopefully the playtest will provide good feedback.
Playfest
Tomorrow is a day of playtest and also a day where I will do a minimum amount of work just to be able to take in the feedback of the current version from today. During this week I’ve been adding larger events due to the lack of said events at the alpha presentation.
Since I haven’t figured out a good way to do the events, they’re hard coded and I’m ashamed. Hopefully the playtest will provide good feedback.
Show who’s the alpha!
During this week we have been working on providing content for the alpha and bug-checking. However, when the time came for alpha I noticed many things that needed fixing that I was blind to when I worked on the code. Characters appeared where they weren’t supposed to, music just kept playing when it was supposed to stop, not enough larger events, etc.
From then on all focus was on bug fixing the things we had and to provide content to show […]
Show who’s the alpha!
During this week we have been working on providing content for the alpha and bug-checking. However, when the time came for alpha I noticed many things that needed fixing that I was blind to when I worked on the code. Characters appeared where they weren’t supposed to, music just kept playing when it was supposed to stop, not enough larger events, etc.
From then on all focus was on bug fixing the things we had and to provide content to show […]