Browsing '5SD037': Big Game Project
Fifth week of Big Game project – Alpha
This week we had to crunch to get our alpha up and running. It was exhausting but it felt very rewarding when we finally had a game playable at the end of Friday.
I started the week with working on the experience system. The plan was that everything that you could kill would grant experience. So to do this I created a script that I could attach to every gameobject that could die. The script works as this; it have a […]
Fifth week of Big Game project – Alpha
This week we had to crunch to get our alpha up and running. It was exhausting but it felt very rewarding when we finally had a game playable at the end of Friday.
I started the week with working on the experience system. The plan was that everything that you could kill would grant experience. So to do this I created a script that I could attach to every gameobject that could die. The script works as this; it have a […]
Big Game Project Week 5
This week I have been working some more on menus, player movement and animation implementation. I have also added some feedback effects to the player.
Squash system fix and broken
Last week I created a system for squashing the player, it made him scale in the Y axis for example when he landed on the ground after performing a jump. This week I noticed that it was not functioning properly. It sometimes looked like the player was trying to have to scales […]
Big Game Project Week 5
This week I have been working some more on menus, player movement and animation implementation. I have also added some feedback effects to the player.
Squash system fix and broken
Last week I created a system for squashing the player, it made him scale in the Y axis for example when he landed on the ground after performing a jump. This week I noticed that it was not functioning properly. It sometimes looked like the player was trying to have to scales […]
Big game project – E.R.A – Eternal Resonance Arena – Post 3
This week has been a rather productive one, by the end of last week we realized we had to cut down some of the features we previously wanted. The programmers had been getting behind their schedual a bit and so we removed some features and Daniel our lead design / producer wrote a list of the most necessary things we had to have for GGC. These changes did not affect the graphical part a lot, some very small elements were […]
Big game project – E.R.A – Eternal Resonance Arena – Post 3
This week has been a rather productive one, by the end of last week we realized we had to cut down some of the features we previously wanted. The programmers had been getting behind their schedual a bit and so we removed some features and Daniel our lead design / producer wrote a list of the most necessary things we had to have for GGC. These changes did not affect the graphical part a lot, some very small elements were […]
Week 5 ERA Daniel Svensson
Welcome to week 5!
This weeks has been brutal to my team and especially the programmers. We have been scrambling to get our alpha together, it felt like we would never make it but to our surprise and astonishment we did!
The alpha contains almost all the core game play features we wanted to include in the game except two (Snappy and capture nodes). Unfortunately when we were going to display the alpha we had a bug that basically made our latest […]
Week 5 ERA Daniel Svensson
Welcome to week 5!
This weeks has been brutal to my team and especially the programmers. We have been scrambling to get our alpha together, it felt like we would never make it but to our surprise and astonishment we did!
The alpha contains almost all the core game play features we wanted to include in the game except two (Snappy and capture nodes). Unfortunately when we were going to display the alpha we had a bug that basically made our latest […]
Alpha build
This week I’ve been working a lot on the level, to place out prefabs and make sure that it looks right. I haven’t had a part in the level design itself, but instead my task is the environmental design, to make sure that the level looks good and interesting for the player. To do that, I need a lot of meshes to texture and make prefabs of, and since we didn’t have too many I also modelled a lot, which means […]
Alpha build
This week I’ve been working a lot on the level, to place out prefabs and make sure that it looks right. I haven’t had a part in the level design itself, but instead my task is the environmental design, to make sure that the level looks good and interesting for the player. To do that, I need a lot of meshes to texture and make prefabs of, and since we didn’t have too many I also modelled a lot, which means […]
Multiplayer Gameplay – Big Game Project
I have been working on fixing basic multiplayer gameplay this week. What this means is that I wanted to make so two players can join a server, take turns to do actions, update each others hands and what they play. I had a lot of trouble getting the hand to update properly at first and the cards were stacking on top of one another and you had to drag them to fix it instead of it automatically sorting themselves. At […]
Multiplayer Gameplay – Big Game Project
I have been working on fixing basic multiplayer gameplay this week. What this means is that I wanted to make so two players can join a server, take turns to do actions, update each others hands and what they play. I had a lot of trouble getting the hand to update properly at first and the cards were stacking on top of one another and you had to drag them to fix it instead of it automatically sorting themselves. At […]
Big Game Project – Week 3
I started week 17 with finishing up the last of the thumbnail sketches that we needed for our internal alpha deadline. Due to some serious discussions that we where having in the team regarding weather or not we where going to switch theme for the game(from secret agents, to something more mafia related) and some members still being absent due to Ester brake, it was difficult to start doing any of the final illustrations until we where able to discus […]
Big Game Project – Week 3
I started week 17 with finishing up the last of the thumbnail sketches that we needed for our internal alpha deadline. Due to some serious discussions that we where having in the team regarding weather or not we where going to switch theme for the game(from secret agents, to something more mafia related) and some members still being absent due to Ester brake, it was difficult to start doing any of the final illustrations until we where able to discus […]
GUI Work on Big Game Project!
This week, working on E.R.A has gone a lot smoother than last week. So last week I had a lot of problems with a healing statue I deleted after many tries. This week I re-modeled it completely and encountered the exact same problem, after a lot of thinking and trying with different file-formats I finally realized what the problem was! Apparently baking high-def model onto low-poly models sometimes does not use the correct colors for normal-maps (purple). What I did […]
GUI Work on Big Game Project!
This week, working on E.R.A has gone a lot smoother than last week. So last week I had a lot of problems with a healing statue I deleted after many tries. This week I re-modeled it completely and encountered the exact same problem, after a lot of thinking and trying with different file-formats I finally realized what the problem was! Apparently baking high-def model onto low-poly models sometimes does not use the correct colors for normal-maps (purple). What I did […]
Weekly update # 5 – Alpha
This week has been long and I believe we’ve come really far with our game. Not so much gameplay wise, but we are starting to get the game more and more together. We also have a direction that the game is going, with that it is also easier to program and get the things that we want into the game to work.
My task for this week has been to work on the commander. I did some work on him last […]
Weekly update # 5 – Alpha
This week has been long and I believe we’ve come really far with our game. Not so much gameplay wise, but we are starting to get the game more and more together. We also have a direction that the game is going, with that it is also easier to program and get the things that we want into the game to work.
My task for this week has been to work on the commander. I did some work on him last […]
Warbreaking Point Weekly Round-up – April 26th – May 2nd
Another week of development has passed and more work is being done on this project. Here’s what I managed to achieve this week.
I got a logo for my game!With help from one of the staff members at Campus Gotland, Lina Tonegran, I finally got myself a logo for this game. I gave some ideas of what I wanted, she gave my some sketches and eventually we landed on the final logo of the game.
Once again, thank […]
Warbreaking Point Weekly Round-up – April 26th – May 2nd
Another week of development has passed and more work is being done on this project. Here’s what I managed to achieve this week.
I got a logo for my game!With help from one of the staff members at Campus Gotland, Lina Tonegran, I finally got myself a logo for this game. I gave some ideas of what I wanted, she gave my some sketches and eventually we landed on the final logo of the game.
Once again, thank […]
Cogwheels, Design and UVs
This week I’ve continued with the UVs for the different robots. They are now finished for every robot, except the Controller. The player will be able to controll different robots when they fuse them with the Controller. We’ve discussed how this will be handled ingame and what it will look like for the player. At first we had the idea that the player would stand behind the robot and have a view from the robots back. This turned out quite […]
Cogwheels, Design and UVs
This week I’ve continued with the UVs for the different robots. They are now finished for every robot, except the Controller. The player will be able to controll different robots when they fuse them with the Controller. We’ve discussed how this will be handled ingame and what it will look like for the player. At first we had the idea that the player would stand behind the robot and have a view from the robots back. This turned out quite […]
Logo Log
This week I have been focusing on the logotype of our game, since the game is a Bear simulator and the name of the game is ‘Be The Bear’ it would seem fitting to have the logotype of a bear. I first wanted a raging bear sine it can give a good impact but the others disagreed and wanted a more simple logo. While looking at other bear logotypes I found one I based my logo upon. The idea wwas […]
Logo Log
This week I have been focusing on the logotype of our game, since the game is a Bear simulator and the name of the game is ‘Be The Bear’ it would seem fitting to have the logotype of a bear. I first wanted a raging bear sine it can give a good impact but the others disagreed and wanted a more simple logo. While looking at other bear logotypes I found one I based my logo upon. The idea wwas […]