Browsing '2016': Students starting in 2016

Playtesting and More… Much More.

Hey everyone,
Sorry for the long pause between blog posts but these past few weeks have been crazy busy… Even busier than the previous post stated!!
So here’s a few things that the group has been up to this past week… Mainly finalising and polishing everything we currently have and getting ready for our hand in dates for Gotland Game Conference (GGC) and Swedish Game Awards (SGA).
Our game has come on leaps and bounds into the 3D world and there’s been plenty of play […]

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Program: Graphics

Playtesting and More… Much More.

Hey everyone,
Sorry for the long pause between blog posts but these past few weeks have been crazy busy… Even busier than the previous post stated!!
So here’s a few things that the group has been up to this past week… Mainly finalising and polishing everything we currently have and getting ready for our hand in dates for Gotland Game Conference (GGC) and Swedish Game Awards (SGA).
Our game has come on leaps and bounds into the 3D world and there’s been plenty of play […]

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Program: Graphics

BGP Fourth Post

After having tested our engines, Unity’s, IK system the results have turned out rather poorly. It would seem like there are a couple of reasons for why this is the case, most of which stem from the simple fact that Unity’s Built-in IK system is somewhat lacking. To explain the first one I will need to describe the basics of how to prepare a character in Unity for animation. As per the methods I have seen you can go about two […]

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Program: Graphics

BGP Fourth Post

After having tested our engines, Unity’s, IK system the results have turned out rather poorly. It would seem like there are a couple of reasons for why this is the case, most of which stem from the simple fact that Unity’s Built-in IK system is somewhat lacking. To explain the first one I will need to describe the basics of how to prepare a character in Unity for animation. As per the methods I have seen you can go about two […]

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Program: Graphics

BGP Third post

An increasing amount of complications have arisen as the question of how we implement our animations into our game engine, unity, becomes more prominent. That is to say, the problem does not lie with the prospect of implementing all of the animations but rather  specific group of them. That group is the one that has our character, the goblin, interact with the tools in the game. Items such as the pliers, the stretcher and the axe are problematic due to […]

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Program: Graphics

BGP Third post

An increasing amount of complications have arisen as the question of how we implement our animations into our game engine, unity, becomes more prominent. That is to say, the problem does not lie with the prospect of implementing all of the animations but rather  specific group of them. That group is the one that has our character, the goblin, interact with the tools in the game. Items such as the pliers, the stretcher and the axe are problematic due to […]

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Program: Graphics

Busy, busy, BUSY!

The Team Daemonocle production ship is currently firing on all cylinders! (minus this gloriously sunny first of May on the island). With the first of May coming around so soon we’ve been putting some hard working hours to get ready for the SGA (Swedish Game Awards) and the GGC (Gotland Game Conference) deadlines.
The programmers, Alex and Leevi, and our lead design, David, have been swatting those bugs in ‘Unity’ and keeping the DynaMine cart running as smooth as possible… There’s a […]

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Program: Graphics

Busy, busy, BUSY!

The Team Daemonocle production ship is currently firing on all cylinders! (minus this gloriously sunny first of May on the island). With the first of May coming around so soon we’ve been putting some hard working hours to get ready for the SGA (Swedish Game Awards) and the GGC (Gotland Game Conference) deadlines.
The programmers, Alex and Leevi, and our lead design, David, have been swatting those bugs in ‘Unity’ and keeping the DynaMine cart running as smooth as possible… There’s a […]

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Program: Graphics

DynaMine: The Beginning.

Hello, and welcome to the start of a new set of blog posts.
These following posts over the coming weeks will document our entire group’s work process for our arcade park game ‘DynaMine’.
For this section of the course we have been given the task to create a theme park game with an unconventional input device that we are to create/build ourselves. For this section of the there weren’t as strict guidelines for production. However, we knew as a group that we wanted […]

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Program: Graphics

DynaMine: The Beginning.

Hello, and welcome to the start of a new set of blog posts.
These following posts over the coming weeks will document our entire group’s work process for our arcade park game ‘DynaMine’.
For this section of the course we have been given the task to create a theme park game with an unconventional input device that we are to create/build ourselves. For this section of the there weren’t as strict guidelines for production. However, we knew as a group that we wanted […]

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Program: Graphics

Big Game Project Post 2

With my role in this project being the lead animator it isn’t all that surprising that most of my time has been spent with our main character and the many animations he needs for the finished game. Much of that time was spent trying to work out the various little difficulties that tends to arise when someone deals with software one is not an expert with. Seeing as our game is made with 3d assets we and mostly i get […]

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Program: Graphics

Big Game Project Post 2

With my role in this project being the lead animator it isn’t all that surprising that most of my time has been spent with our main character and the many animations he needs for the finished game. Much of that time was spent trying to work out the various little difficulties that tends to arise when someone deals with software one is not an expert with. Seeing as our game is made with 3d assets we and mostly i get […]

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Program: Graphics

WEEK 6 – THE COMEBACK

WHAT
This week I was primarily tasked with continuing to create sounds for the game, while also refining some of the sounds we already had. The tasks I was given were:

Create a sound for when the character is damaged in the game.
Create a sound for each enemy when they are damaged by the player.
Create a sound for when you are firing the laser gun.
Create a sound for when you are firing the nerf gun.
Create UI sounds, such as when traversing the […]

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Program: Programming

WEEK 6 – THE COMEBACK

WHAT
This week I was primarily tasked with continuing to create sounds for the game, while also refining some of the sounds we already had. The tasks I was given were:

Create a sound for when the character is damaged in the game.
Create a sound for each enemy when they are damaged by the player.
Create a sound for when you are firing the laser gun.
Create a sound for when you are firing the nerf gun.
Create UI sounds, such as when traversing the […]

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Program: Programming

Random stuff: white boxes and Black Mirror

So, this is my first blog post outside of any specific assignment. In order to practise my writing, I will simply spew out some nonsense about the stuff that has been on my mind lately.
 
Whiteboxing

Recently, my first team finished our first real project. It didn’t turn out as well as I wanted it to be, but I learned a lot of things. One of those things was the realisation that whiteboxing isn’t something that comes naturally to everyone.
What is whiteboxing? […]

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Program: Game Design

Random stuff: white boxes and Black Mirror

So, this is my first blog post outside of any specific assignment. In order to practise my writing, I will simply spew out some nonsense about the stuff that has been on my mind lately.
 
Whiteboxing

Recently, my first team finished our first real project. It didn’t turn out as well as I wanted it to be, but I learned a lot of things. One of those things was the realisation that whiteboxing isn’t something that comes naturally to everyone.
What is whiteboxing? […]

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Program: Game Design

Game Production Afterthoughts

It’s over. Our ten-week march is over and we have a game. Or, at least, something that constitutes as a game? I am being super harsh here. Do we have a game with a start and an end? Yes. Can you finish the game? You could if you are very good from the start. So, ok, we have a game. Could it have been better? By a lot. Yay! We have a bit undercooked game. Not bad for a bunch […]

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Program: Game Design

Game Production Afterthoughts

It’s over. Our ten-week march is over and we have a game. Or, at least, something that constitutes as a game? I am being super harsh here. Do we have a game with a start and an end? Yes. Can you finish the game? You could if you are very good from the start. So, ok, we have a game. Could it have been better? By a lot. Yay! We have a bit undercooked game. Not bad for a bunch […]

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Program: Game Design

5sd064 Turning the power-ups into pickup-able items

Hello again, Thomas Härdin here turning back to the power-ups of our game. As I’ve written about before I had to decide on the functionality of this games power-ups which turned out to be some fairly easily manageable enhancements to the players projectiles when playing in the hacking mode. We did get three of them, a rapid fire function that activates when 8 enemies are killed, a wider shot that you get through pressing a button, same as the wide […]

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Program: Game Design

5sd064 Turning the power-ups into pickup-able items

Hello again, Thomas Härdin here turning back to the power-ups of our game. As I’ve written about before I had to decide on the functionality of this games power-ups which turned out to be some fairly easily manageable enhancements to the players projectiles when playing in the hacking mode. We did get three of them, a rapid fire function that activates when 8 enemies are killed, a wider shot that you get through pressing a button, same as the wide […]

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Program: Game Design

Boss Design and Implementation

Design
Because I only worked on fixing bugs this week, I decided to write about some design and coding work I had done the week before which is a lot more interesting to write about. Namely how me and our lead designer worked on the design of the boss and how I implemented it in the game.
When we designed the boss we had the following goals for it:

The boss needs to test the player’s understanding of the core mechanics of the […]

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Program: Programming

Boss Design and Implementation

Design
Because I only worked on fixing bugs this week, I decided to write about some design and coding work I had done the week before which is a lot more interesting to write about. Namely how me and our lead designer worked on the design of the boss and how I implemented it in the game.
When we designed the boss we had the following goals for it:

The boss needs to test the player’s understanding of the core mechanics of the […]

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Program: Programming

Vertex Colors

Vertex colors. It’s color data stored at vertices and you can do some pretty cool stuff with them. Most of the time you won’t have any need for vertex colors, and in unity the only shaders that make use of them are sprites, but when you’re making your own shaders you can do some pretty nifty things. Vertex colors can be used as a cheap way to shade or color meshes by combining the color with the diffuse, but a much […]

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Program: Graphics

Vertex Colors

Vertex colors. It’s color data stored at vertices and you can do some pretty cool stuff with them. Most of the time you won’t have any need for vertex colors, and in unity the only shaders that make use of them are sprites, but when you’re making your own shaders you can do some pretty nifty things. Vertex colors can be used as a cheap way to shade or color meshes by combining the color with the diffuse, but a much […]

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Program: Graphics