Browsing '2016': Students starting in 2016

Working in group.

Hello!
During this past week of development, I have mainly continued to work on the level art for our game, with the hope of taking some of the work off of my graphics artists shoulders.
However, given the fact that i have already dedicated two previous blogposts towards explaining the process of creating level assets in photoshop, i decided to write this post about something a little different.
That thing being the importance of working together as a team. More specifically, having workshop-style […]

/ Comments Off on Working in group.

Working in group.

Hello!
During this past week of development, I have mainly continued to work on the level art for our game, with the hope of taking some of the work off of my graphics artists shoulders.
However, given the fact that i have already dedicated two previous blogposts towards explaining the process of creating level assets in photoshop, i decided to write this post about something a little different.
That thing being the importance of working together as a team. More specifically, having workshop-style […]

/ Comments Off on Working in group.

Sloppy Finish

This week’s blog post is going to be a special one.
And by “special” I mean even more boring than the ones before – or more interesting, depending on your outlook and your role in game development -, because it deals with the phase of production that can be the most scary and the most mundane at the same time: The homestretch; the finish line; the final stage.
At this point, apart from minor things, the game is basically done – speaking […]

/ Comments Off on Sloppy Finish
Program: Graphics

Sloppy Finish

This week’s blog post is going to be a special one.
And by “special” I mean even more boring than the ones before – or more interesting, depending on your outlook and your role in game development -, because it deals with the phase of production that can be the most scary and the most mundane at the same time: The homestretch; the finish line; the final stage.
At this point, apart from minor things, the game is basically done – speaking […]

/ Comments Off on Sloppy Finish
Program: Graphics

Post #5 – Pufferfish

 
With two weeks to go till the finalization of our game it was time to get to get down to business. Never have we been so busy busting our asses off to race to the finish. With the implementation of a third enemy it meant that artwork would need to get done. Along with the artwork meant animation and more work. After our game designer came up with the third enemy it was time for me to get down to […]

/ Comments Off on Post #5 – Pufferfish
Program: Graphics

Post #5 – Pufferfish

 
With two weeks to go till the finalization of our game it was time to get to get down to business. Never have we been so busy busting our asses off to race to the finish. With the implementation of a third enemy it meant that artwork would need to get done. Along with the artwork meant animation and more work. After our game designer came up with the third enemy it was time for me to get down to […]

/ Comments Off on Post #5 – Pufferfish
Program: Graphics

The Illusion of Progress

I thought I had run out of things to talk about by this point, but of course by given how creative I am, there’s at least one more thing worth writing a blog post about.
Creativity doesn’t equal great so I’m not certain if this’ll be an interesting read, but let’s see how my blog writing can save it!
In Spirits of The Shogun when outside of fighting, the background scrolls with a parallax effect whenever the player pushes against the right boundary. […]

/ Comments Off on The Illusion of Progress
Program: Programming

The Illusion of Progress

I thought I had run out of things to talk about by this point, but of course by given how creative I am, there’s at least one more thing worth writing a blog post about.
Creativity doesn’t equal great so I’m not certain if this’ll be an interesting read, but let’s see how my blog writing can save it!
In Spirits of The Shogun when outside of fighting, the background scrolls with a parallax effect whenever the player pushes against the right boundary. […]

/ Comments Off on The Illusion of Progress
Program: Programming

Week 7

Wrapping it Up
Soo, this is our last full week before the deadline of the project next Thursday. We have sat an internal deadline for ourselves on Monday when we want everything to be done, so that we can spend the last couple of days to do all the last minute polish and make sure the game works like we want it to. As project manager, my responsibilities at the moment mostly consist of doing my best to help out where […]

/ Comments Off on Week 7

Week 7

Wrapping it Up
Soo, this is our last full week before the deadline of the project next Thursday. We have sat an internal deadline for ourselves on Monday when we want everything to be done, so that we can spend the last couple of days to do all the last minute polish and make sure the game works like we want it to. As project manager, my responsibilities at the moment mostly consist of doing my best to help out where […]

/ Comments Off on Week 7

Understanding how to survive

/ Comments Off on Understanding how to survive
Program: Programming

Understanding how to survive

/ Comments Off on Understanding how to survive
Program: Programming

Enemy death sprite

We decided in the group that we would not have a death animation for the enemy fish, instead we would have some particle effects where the enemy would explode into a cloud of skeleton bits. So to begin with I made a lot of different skeleton parts so that we would have a few different options. I also made some different cloud sprites that we could use to make it seem like the fish exploded. These didn’t feel necessary in […]

/ Comments Off on Enemy death sprite
Program: Graphics

Enemy death sprite

We decided in the group that we would not have a death animation for the enemy fish, instead we would have some particle effects where the enemy would explode into a cloud of skeleton bits. So to begin with I made a lot of different skeleton parts so that we would have a few different options. I also made some different cloud sprites that we could use to make it seem like the fish exploded. These didn’t feel necessary in […]

/ Comments Off on Enemy death sprite
Program: Graphics

Make it Stick

This monday the beta presentation was completed and the entirety of sunday was spent on setting up the game in a presentable state. Many issues had to be addressed, levels had to be playtested, bosses had to be implemented and bug fixed, sounds were missing and etc. We are currently in a state where the game functions as well it can and the focus is now on filling in the blanks.
However, some small changes has also been made. For […]

/ Comments Off on Make it Stick
Program: Game Design

Make it Stick

This monday the beta presentation was completed and the entirety of sunday was spent on setting up the game in a presentable state. Many issues had to be addressed, levels had to be playtested, bosses had to be implemented and bug fixed, sounds were missing and etc. We are currently in a state where the game functions as well it can and the focus is now on filling in the blanks.
However, some small changes has also been made. For […]

/ Comments Off on Make it Stick
Program: Game Design

Designing the weapons and the thoughts behind them

For this week’s blog post, I will discuss the weapons in our game and how we’ve designed them, some discussions about them that we’ve had before and what we are planning on implementing.
We have for different kinds of weapons implemented in the game, and they all have different functionalities and they all look visually different. This was important to me because I want the player to be able to separate the weapons easily whilst playing.
The weapons we have are a […]

/ Comments Off on Designing the weapons and the thoughts behind them
Program: Game Design

Designing the weapons and the thoughts behind them

For this week’s blog post, I will discuss the weapons in our game and how we’ve designed them, some discussions about them that we’ve had before and what we are planning on implementing.
We have for different kinds of weapons implemented in the game, and they all have different functionalities and they all look visually different. This was important to me because I want the player to be able to separate the weapons easily whilst playing.
The weapons we have are a […]

/ Comments Off on Designing the weapons and the thoughts behind them
Program: Game Design

Adding Checkpoints to the Levels

At the beginning of the week my group and I decided to make longer levels, a reason for this is that we only aim to have two levels and as such they will need to be a bit longer. As a result of this discussion, I realized that we needed a “checkpoint” system so that the player won’t have to restart from the beginning of the level if they die. Since the programmers already had their hands full with fixing & polishing […]

/ Comments Off on Adding Checkpoints to the Levels
Program: Game Design

Adding Checkpoints to the Levels

At the beginning of the week my group and I decided to make longer levels, a reason for this is that we only aim to have two levels and as such they will need to be a bit longer. As a result of this discussion, I realized that we needed a “checkpoint” system so that the player won’t have to restart from the beginning of the level if they die. Since the programmers already had their hands full with fixing & polishing […]

/ Comments Off on Adding Checkpoints to the Levels
Program: Game Design

Shields made of FIRE!

So this week has been a week of crunching and getting all the pieces together to complete the big picture. ALL SYSTEMS GOOO! With the days closing ever so rapidly it’s time to get things finished up and have everything together for the final product… EXCITING!!
With this being a busy time I’ve been fluctuating between both, Unity and Photoshop whilst finishing off and implementing all the artefacts needed for the final game.
One of the main jobs that needed redesigning and […]

/ Comments Off on Shields made of FIRE!
Program: Graphics

Shields made of FIRE!

So this week has been a week of crunching and getting all the pieces together to complete the big picture. ALL SYSTEMS GOOO! With the days closing ever so rapidly it’s time to get things finished up and have everything together for the final product… EXCITING!!
With this being a busy time I’ve been fluctuating between both, Unity and Photoshop whilst finishing off and implementing all the artefacts needed for the final game.
One of the main jobs that needed redesigning and […]

/ Comments Off on Shields made of FIRE!
Program: Graphics

Week 5 – Oh god, it’s moving !

Welcome everyone for this last but not the least post !
Today I’m going to talk a bit about the animation I made for our main character. Since I wasn’t the one who made the main character, I decided to keep the same first frame that my teammate Felipe had already done.
I used a frame without the hands because one of the hand is going to be on top of the gun so ot wasn’t important to animate it.
Here is the […]

/ Comments Off on Week 5 – Oh god, it’s moving !
Program: Graphics

Week 5 – Oh god, it’s moving !

Welcome everyone for this last but not the least post !
Today I’m going to talk a bit about the animation I made for our main character. Since I wasn’t the one who made the main character, I decided to keep the same first frame that my teammate Felipe had already done.
I used a frame without the hands because one of the hand is going to be on top of the gun so ot wasn’t important to animate it.
Here is the […]

/ Comments Off on Week 5 – Oh god, it’s moving !
Program: Graphics