Browsing '5SD033': Introduction to Game Development

Monster animations

It is starting to get close to the Beta and that is therefore what we have decided to focus on this week. The programmers are focusing on implementing power ups, sounds and the wave system. The artists are working hard to get the graphical parts ready to complement the programming. My part in this is to create an alternate background to represent the freeze power up and making some animations for the enemies. In this post I will focus on […]

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Program: Graphics

Monster animations

It is starting to get close to the Beta and that is therefore what we have decided to focus on this week. The programmers are focusing on implementing power ups, sounds and the wave system. The artists are working hard to get the graphical parts ready to complement the programming. My part in this is to create an alternate background to represent the freeze power up and making some animations for the enemies. In this post I will focus on […]

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Program: Graphics

Design for Magic Writer. Blog post 4, Controls

Of course I can control my character, it’s something unimportant to fix for later. Or is it? Magic Writer’s control scheme has went through several changes during development all for users better enjoyment of the game.
Hello there and welcome to another Design blog post for Magic Writer.
During the development of Magic Writer, we’ve had discussion regarding the control scheme for the game several times. Both teachers and members as well as playtesters have voiced their opinion on the matter loudly. […]

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Program: Programming

Design for Magic Writer. Blog post 4, Controls

Of course I can control my character, it’s something unimportant to fix for later. Or is it? Magic Writer’s control scheme has went through several changes during development all for users better enjoyment of the game.
Hello there and welcome to another Design blog post for Magic Writer.
During the development of Magic Writer, we’ve had discussion regarding the control scheme for the game several times. Both teachers and members as well as playtesters have voiced their opinion on the matter loudly. […]

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Program: Programming

Game Development –Introduction: Week 6

This week as my major task I’ve continued working on the melee enemy animations, this time the skill animation. It’s still not quite finished in color with all layers so I can’t present the finalized, perspective-corrected version.
So what I did first, was make a quick 6-frame sketch, like the one for the walk-animation. Most of the animations I’ve made for this game are confined to 6 frames. It looks well enough in-game and balances fluidity with time and effort spent. […]

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Program: Graphics

Game Development –Introduction: Week 6

This week as my major task I’ve continued working on the melee enemy animations, this time the skill animation. It’s still not quite finished in color with all layers so I can’t present the finalized, perspective-corrected version.
So what I did first, was make a quick 6-frame sketch, like the one for the walk-animation. Most of the animations I’ve made for this game are confined to 6 frames. It looks well enough in-game and balances fluidity with time and effort spent. […]

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Program: Graphics

Game development – Introduction: Week 5

This week (besides reworking the defense-plant unit animation as we were advised to do at our alpha-presentation) I’ve started working on redesigns for the enemies in the game, more specifically the melee enemy and its walk animation. The reason for this is to make them more in line with the style of the game and adjust the designs to better reflect their function. The previous design for the melee enemy was nice but was too close silhouette-wise to the ranged […]

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Program: Graphics

Game development – Introduction: Week 5

This week (besides reworking the defense-plant unit animation as we were advised to do at our alpha-presentation) I’ve started working on redesigns for the enemies in the game, more specifically the melee enemy and its walk animation. The reason for this is to make them more in line with the style of the game and adjust the designs to better reflect their function. The previous design for the melee enemy was nice but was too close silhouette-wise to the ranged […]

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Program: Graphics

Design for Magic Writer. Blog post 3, The ever-moving focus

The information players can gather from the screen is very important. It’s extra important in a game of stress where they need to know the situation at just a glance to be able to plan their next move in time. It’s time to give them that information.Welcome back to another Magic Writer design post.
One issue which came up in a recent discussion with our teacher and senior was the focus of our game. And when I say focus, I’m talking […]

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Program: Programming

Design for Magic Writer. Blog post 3, The ever-moving focus

The information players can gather from the screen is very important. It’s extra important in a game of stress where they need to know the situation at just a glance to be able to plan their next move in time. It’s time to give them that information.Welcome back to another Magic Writer design post.
One issue which came up in a recent discussion with our teacher and senior was the focus of our game. And when I say focus, I’m talking […]

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Program: Programming

Weekly assignment #3 Enemy character – Again.

Hello again!
So this week has been some what of a rerun of the first week. During the first weeks we decided to go with an isometric perspective of our game to play at our strong side, since we were twice the graphic students than we are programmers (4/2). Some problems came and up and our group didn’t have the knowledge to implement isometric graphic to an isometric view. This left us with isometric graphic, which could not be implemented to […]

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Program: Graphics

Weekly assignment #3 Enemy character – Again.

Hello again!
So this week has been some what of a rerun of the first week. During the first weeks we decided to go with an isometric perspective of our game to play at our strong side, since we were twice the graphic students than we are programmers (4/2). Some problems came and up and our group didn’t have the knowledge to implement isometric graphic to an isometric view. This left us with isometric graphic, which could not be implemented to […]

/ Comments Off on Weekly assignment #3 Enemy character – Again.
Program: Graphics

Weekly assignment #3 Enemy character – Again.

Hello again!
So this week has been some what of a rerun of the first week. During the first weeks we decided to go with an isometric perspective of our game to play at our strong side, since we were twice the graphic students than we are programmers (4/2). Some problems came and up and our group didn’t have the knowledge to implement isometric graphic to an isometric view. This left us with isometric graphic, which could not be implemented to […]

/ Comments Off on Weekly assignment #3 Enemy character – Again.
Program: Graphics

Weekly assignment #3 Enemy character – Again.

Hello again!
So this week has been some what of a rerun of the first week. During the first weeks we decided to go with an isometric perspective of our game to play at our strong side, since we were twice the graphic students than we are programmers (4/2). Some problems came and up and our group didn’t have the knowledge to implement isometric graphic to an isometric view. This left us with isometric graphic, which could not be implemented to […]

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Program: Graphics

Redesigning the wizard

This week’s priority has been redesigning the wizard, the playable character of our game. The wizards job is to spawn items and throw them at the monsters in order to keep them away from the beach visitors. We already had a wizard with almost finished animations done for the game but there were some problems.
Our game have had some issues with the perspective. When I first did the mockup of the game screen in Photoshop it looked quite good. But […]

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Program: Graphics

Redesigning the wizard

This week’s priority has been redesigning the wizard, the playable character of our game. The wizards job is to spawn items and throw them at the monsters in order to keep them away from the beach visitors. We already had a wizard with almost finished animations done for the game but there were some problems.
Our game have had some issues with the perspective. When I first did the mockup of the game screen in Photoshop it looked quite good. But […]

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Program: Graphics

Design for Magic Writer. Blog post 2, Designing the Weakness System

After playtesting and iterating, one thing the team still tries to improve is the weakness system of magic writer. Why is it there and how did we change it.
The high concept of  our vision of magic writer is the the following:  Scibblenaut meets typing of the dead.
At it’s core, magic writer is about writing funny items into existing (Scribblenauts) and having a tactical shooter (typing of the dead) at the same time.
At this point, we’re having fun […]

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Program: Programming

Design for Magic Writer. Blog post 2, Designing the Weakness System

After playtesting and iterating, one thing the team still tries to improve is the weakness system of magic writer. Why is it there and how did we change it.
The high concept of  our vision of magic writer is the the following:  Scibblenaut meets typing of the dead.
At it’s core, magic writer is about writing funny items into existing (Scribblenauts) and having a tactical shooter (typing of the dead) at the same time.
At this point, we’re having fun […]

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Program: Programming

Weekly assignment #2 Enemy Character animations.

Greetings you all!
So we are two weeks in to our blog assignment, and that means another blog post! I am going to tell you all about what I have been doing this week, and how i did it, why i did it.
I was assigned to do the walk cycle (walking animations) of our enemy character. Since its for the alpha version this is just a draft, and not a finished version, so it will not be perfect.
First of all a walk […]

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Program: Graphics

Weekly assignment #2 Enemy Character animations.

Greetings you all!
So we are two weeks in to our blog assignment, and that means another blog post! I am going to tell you all about what I have been doing this week, and how i did it, why i did it.
I was assigned to do the walk cycle (walking animations) of our enemy character. Since its for the alpha version this is just a draft, and not a finished version, so it will not be perfect.
First of all a walk […]

/ Comments Off on Weekly assignment #2 Enemy Character animations.
Program: Graphics

Weekly assignment #2 Enemy Character animations.

Greetings you all!
So we are two weeks in to our blog assignment, and that means another blog post! I am going to tell you all about what I have been doing this week, and how i did it, why i did it.
I was assigned to do the walk cycle (walking animations) of our enemy character. Since its for the alpha version this is just a draft, and not a finished version, so it will not be perfect.
First of all a walk […]

/ Comments Off on Weekly assignment #2 Enemy Character animations.
Program: Graphics

Weekly assignment #2 Enemy Character animations.

Greetings you all!
So we are two weeks in to our blog assignment, and that means another blog post! I am going to tell you all about what I have been doing this week, and how i did it, why i did it.
I was assigned to do the walk cycle (walking animations) of our enemy character. Since its for the alpha version this is just a draft, and not a finished version, so it will not be perfect.
First of all a walk […]

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Program: Graphics

Team 12 Game Development Artifact 2 – Background looping

Alpha is upon us! In two day Team 12 will present Heartbeat bat in it’s alpha state. The game is going to be a mix between speed runners adm super mario kart, the player is in a flying state. To progress through the level the player needs to avoid multiple objects at a high speed and to reach the end of the level in a short time.
During this week I worked on creating a looping background for our game Heartbeat […]

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Program: Programming

Team 12 Game Development Artifact 2 – Background looping

Alpha is upon us! In two day Team 12 will present Heartbeat bat in it’s alpha state. The game is going to be a mix between speed runners adm super mario kart, the player is in a flying state. To progress through the level the player needs to avoid multiple objects at a high speed and to reach the end of the level in a short time.
During this week I worked on creating a looping background for our game Heartbeat […]

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Program: Programming