Browsing '5SD037': Big Game Project
Production week 5: A shot in the dark and Stealth
What have I done this week?
Playtesting
Playtesting
Added, removed and redesign cards
Playtesting
Play testing with new card type
“Stealth” is a new Card type have been tested this week. Its role is to create diversity in the game and also to reinforce the feeling of being an agent and create more player iteration. A stealth card have the text:“Stealth (Place this card in front of you upside down). Revel this card when X happens. Do action Y”An example of a Stealth card is […]
Production week 5: A shot in the dark and Stealth
What have I done this week?
Playtesting
Playtesting
Added, removed and redesign cards
Playtesting
Play testing with new card type
“Stealth” is a new Card type have been tested this week. Its role is to create diversity in the game and also to reinforce the feeling of being an agent and create more player iteration. A stealth card have the text:“Stealth (Place this card in front of you upside down). Revel this card when X happens. Do action Y”An example of a Stealth card is […]
Fifth Week of Big Game Project
This week has been very hectic, we worked hard to get a somewhat solid level for the alpha test for people to play.
I have been working primarily on the effects and particles this week for feedback purposes and readability.
I have never worked in depth with the Unity Particle Systems so i had to experiment allot and look what others had done to get the desired effects. I bought some particle effects i thought was cool and dissected them to see how they where made […]
Fifth Week of Big Game Project
This week has been very hectic, we worked hard to get a somewhat solid level for the alpha test for people to play.
I have been working primarily on the effects and particles this week for feedback purposes and readability.
I have never worked in depth with the Unity Particle Systems so i had to experiment allot and look what others had done to get the desired effects. I bought some particle effects i thought was cool and dissected them to see how they where made […]
5th Week of Big Game (Week 19)
This week we had Alpha test, so I placed out boosts and sparks, so people could play the map and get score. I also kept working on the map. I changed the ramp in the cave, because the erlier version had many funky hit box issues. Also it didn’t look good, people would crash into the ramp, so now I changed it to a quarter pipe along the wall.
I have also kept adding things on the […]
5th Week of Big Game (Week 19)
This week we had Alpha test, so I placed out boosts and sparks, so people could play the map and get score. I also kept working on the map. I changed the ramp in the cave, because the erlier version had many funky hit box issues. Also it didn’t look good, people would crash into the ramp, so now I changed it to a quarter pipe along the wall.
I have also kept adding things on the […]
Week 5 BGP
During last week I kept on working with the animations, mainly the main menu animations, they are not quite finished so I will have to work on them for a bit this week as well, I also tweaked some of the older animations such as when the character is in the air.
When in the main menu the character will be laying on the ground making sudle movements and from time to time larger movements such as trying to lift himself […]
Week 5 BGP
During last week I kept on working with the animations, mainly the main menu animations, they are not quite finished so I will have to work on them for a bit this week as well, I also tweaked some of the older animations such as when the character is in the air.
When in the main menu the character will be laying on the ground making sudle movements and from time to time larger movements such as trying to lift himself […]
Textures, sculptures and alpha test feedback
This week we prepared to get the game for alpha testing that we had in the end of the week.My main task this week was to look through the backlog and look in the game to see what models and textures we needed. After that I helped the texture artist with creating a tillable wall and floor texture. I also worked on blocking out colors on props that needed to be textured, meaning that for the alpha they would have […]
Textures, sculptures and alpha test feedback
This week we prepared to get the game for alpha testing that we had in the end of the week.My main task this week was to look through the backlog and look in the game to see what models and textures we needed. After that I helped the texture artist with creating a tillable wall and floor texture. I also worked on blocking out colors on props that needed to be textured, meaning that for the alpha they would have […]
Big Game Project: Fifth week
This week it feels like I had worked even more than usual, I don’t know how but it just feels like so. I usually work the whole day and I don’t really do anything else than work, but somehow I felt that I had to work even more which is interesting. None the less I did manage to complete the things I had to do. Why it was so hectic was because of the Alpha stage of the production was […]
Big Game Project: Fifth week
This week it feels like I had worked even more than usual, I don’t know how but it just feels like so. I usually work the whole day and I don’t really do anything else than work, but somehow I felt that I had to work even more which is interesting. None the less I did manage to complete the things I had to do. Why it was so hectic was because of the Alpha stage of the production was […]
Mechropolis: Alpha; features and bug fixes!
This week has been a particularly stressful but also productive week. Friday was alpha day so we had to work extra hard to have something presentable. Many bugs were encountered and we ultimately had to spend our entire night staying up and working. All-in-all I believe I stayed up for ~32 consecutive hours. Bad planning on my part.
As we approached a hard feature-complete date we had to make some adjustments to our workflow. First, we prioritized content […]
Mechropolis: Alpha; features and bug fixes!
This week has been a particularly stressful but also productive week. Friday was alpha day so we had to work extra hard to have something presentable. Many bugs were encountered and we ultimately had to spend our entire night staying up and working. All-in-all I believe I stayed up for ~32 consecutive hours. Bad planning on my part.
As we approached a hard feature-complete date we had to make some adjustments to our workflow. First, we prioritized content […]
Big game: Week 5
I’m back on the weekly schedule! This week I have worked on a few different things, like one would expect. I’ll list the things I felt were most important like last time and hope it gives you a good view on what I did!
It is from now on possible to have more than one board on the same level. This means that there can be, in theory, an infinite amount of individual boards on a level. I first thought this […]
Big game: Week 5
I’m back on the weekly schedule! This week I have worked on a few different things, like one would expect. I’ll list the things I felt were most important like last time and hope it gives you a good view on what I did!
It is from now on possible to have more than one board on the same level. This means that there can be, in theory, an infinite amount of individual boards on a level. I first thought this […]
Big Game Project Week 5
This week i have put a lot of focus on getting ready for the alpha showing that we had during the Friday.
I started the week out by doing some research on how i would go about in implementing a gui/hud for the game, by looking at some examples and reading the documentation i managed to understand how to set up a basic hud element. With this i made so that when the player have the ability to activate a mirror […]
Big Game Project Week 5
This week i have put a lot of focus on getting ready for the alpha showing that we had during the Friday.
I started the week out by doing some research on how i would go about in implementing a gui/hud for the game, by looking at some examples and reading the documentation i managed to understand how to set up a basic hud element. With this i made so that when the player have the ability to activate a mirror […]
Animations and UV mapping
This week I’ve been working hard on animations. I felt a lot more focused and productive this week compared to last week. With no problems slowing the workflow I got a lot done.
I had talked to my team mates previously about how they imagined the animations should look like so that I had some reference to work after. We had established early on that the character would never physically touch anything with her hands so that making the animations would […]
Animations and UV mapping
This week I’ve been working hard on animations. I felt a lot more focused and productive this week compared to last week. With no problems slowing the workflow I got a lot done.
I had talked to my team mates previously about how they imagined the animations should look like so that I had some reference to work after. We had established early on that the character would never physically touch anything with her hands so that making the animations would […]
BGP: Week Five
This week have been really slow on my part, before I was frustrated with where the overall development were going and much focus went on trying to puzzle all that together. When we finally had enough groundwork done to put all graphical attention on drawing illustrations for the cards I was excited, this was what seemed appealing when I signed up to this project. Now, unfortunately things haven’t gone as I want and I am getting behind on my work, […]
BGP: Week Five
This week have been really slow on my part, before I was frustrated with where the overall development were going and much focus went on trying to puzzle all that together. When we finally had enough groundwork done to put all graphical attention on drawing illustrations for the cards I was excited, this was what seemed appealing when I signed up to this project. Now, unfortunately things haven’t gone as I want and I am getting behind on my work, […]
Big Game Project (week5)
My focus in big game project this week has been the animations of the enemies for our alpha presentation. I continued on the Pikeman front animation which I started with last week and as I added frames I noticed how blurry the arms, legs and pike became after rotating and moving them, which added extra work since I had to clean up the worst parts.
I made one side at the time and begun with the front and the back. When […]
Big Game Project (week5)
My focus in big game project this week has been the animations of the enemies for our alpha presentation. I continued on the Pikeman front animation which I started with last week and as I added frames I noticed how blurry the arms, legs and pike became after rotating and moving them, which added extra work since I had to clean up the worst parts.
I made one side at the time and begun with the front and the back. When […]