Browsing 'Game Design':
Post-Beta – Terminal Game
This Week
This week has been all about polishing, balancing, play-testing and implementing the last promised features of our game. The game is shaping up to be exactly what we set out to do, which gives me that fuzzy feeling of accomplishment, and pride for my group’s accomplishments as well.
The group has been hard at work finishing up the small projects (such as GUI graphics, additional content of the level and graphical errors) that was put on hold in favor of […]
Post-Beta – Terminal Game
This Week
This week has been all about polishing, balancing, play-testing and implementing the last promised features of our game. The game is shaping up to be exactly what we set out to do, which gives me that fuzzy feeling of accomplishment, and pride for my group’s accomplishments as well.
The group has been hard at work finishing up the small projects (such as GUI graphics, additional content of the level and graphical errors) that was put on hold in favor of […]
Intro
I have been very busy lately working on a comic book page styled intro for our game “Terminal” and I thought I should give you an update of what I have been doing.
As we had a storyboard assignment for the 2D course last week I thought I could kill two birds with one stone, since it was practically the same thing that I needed to do for this project. I reworked and added to a very basic storyboard that I […]
Intro
I have been very busy lately working on a comic book page styled intro for our game “Terminal” and I thought I should give you an update of what I have been doing.
As we had a storyboard assignment for the 2D course last week I thought I could kill two birds with one stone, since it was practically the same thing that I needed to do for this project. I reworked and added to a very basic storyboard that I […]
Ms X 2.0
This week I have completed my drawing of Ms X that I posted here a short while ago and I thought I would show you a little more about how I worked.
I had an idea of the pose I wanted, so the first thing I did was searching Google for references of women looking over their shoulder. I found one that had an angle I liked and to save me some time I moved her body and arms to […]
Ms X 2.0
This week I have completed my drawing of Ms X that I posted here a short while ago and I thought I would show you a little more about how I worked.
I had an idea of the pose I wanted, so the first thing I did was searching Google for references of women looking over their shoulder. I found one that had an angle I liked and to save me some time I moved her body and arms to […]
Music, Game Balancing and Game Design
This Week
The week started of with a Play Testing session, which gave us invaluable information. Since last time Play testing session, we had a couple of points we wanted to show off to the testers, and match their reactions to.
The following points were our most important points we wanted the player to concentrate on:
– Movement
– Colour Scheme
– Sound “Ripples”
– Music
The answers were mixed, but the most interesting feedback (that we actually knew was going to come, as we’ve discussed it […]
Music, Game Balancing and Game Design
This Week
The week started of with a Play Testing session, which gave us invaluable information. Since last time Play testing session, we had a couple of points we wanted to show off to the testers, and match their reactions to.
The following points were our most important points we wanted the player to concentrate on:
– Movement
– Colour Scheme
– Sound “Ripples”
– Music
The answers were mixed, but the most interesting feedback (that we actually knew was going to come, as we’ve discussed it […]
The week of the projectiles
Hello, this week I have been working a lot with projectiles that the player and the enemies can shoot. The different projectiles is made of water, fire and wood. Tha same as our enemies in the game. And i also changed the lost soul a little so it looked more ghost like. All i did was to make the body of it transparent.
Here is a picture of it.
The animations needed was when it was moving, when it hits something […]
The week of the projectiles
Hello, this week I have been working a lot with projectiles that the player and the enemies can shoot. The different projectiles is made of water, fire and wood. Tha same as our enemies in the game. And i also changed the lost soul a little so it looked more ghost like. All i did was to make the body of it transparent.
Here is a picture of it.
The animations needed was when it was moving, when it hits something […]
University Projects: Preparing for Playtesting
Hello everyone!
This week as for the last couple of weeks I’m going to write about the game With Intent that I’ve been working on for a while now. For those who haven’t been up to snuff about it, it’s a stealth game, in top down perspective, where the player has to get through different areas by using timing and the art of not being seen.
So for this week I’ve been mostly working on 2 things, more level design (actually putting […]
University Projects: Preparing for Playtesting
Hello everyone!
This week as for the last couple of weeks I’m going to write about the game With Intent that I’ve been working on for a while now. For those who haven’t been up to snuff about it, it’s a stealth game, in top down perspective, where the player has to get through different areas by using timing and the art of not being seen.
So for this week I’ve been mostly working on 2 things, more level design (actually putting […]
Small Things That Matter
Greetings!
Today I will discuss some of the choices we as a group have made. That along with some of the artifacts I’ve completed this week.
Our game has a very winding map that, we noticed, is extremely boring to walk through when you’ve already killed all the mobs or walking back from a boss fight. To fix this we threw some ideas around and tried to find something nice and simple just to get the character more engaged even when there […]
Small Things That Matter
Greetings!
Today I will discuss some of the choices we as a group have made. That along with some of the artifacts I’ve completed this week.
Our game has a very winding map that, we noticed, is extremely boring to walk through when you’ve already killed all the mobs or walking back from a boss fight. To fix this we threw some ideas around and tried to find something nice and simple just to get the character more engaged even when there […]
Level Design Diary Part 1 (10-12 March)
I’m currently working together with Johan Wittrock on the final assignment in our Level Design course. The assignment is to analyse an level in a certain game, and try to arrive at conclusions to as of why it is the most popular map. Me and Johan choose to analyze Payload maps in Team Fortress 2.¨
So far, by looking at server statistics, we have come to the conclusion that Badwater Basin is the most popular Payload map, followed by Gold Rush. […]
Level Design Diary Part 1 (10-12 March)
I’m currently working together with Johan Wittrock on the final assignment in our Level Design course. The assignment is to analyse an level in a certain game, and try to arrive at conclusions to as of why it is the most popular map. Me and Johan choose to analyze Payload maps in Team Fortress 2.¨
So far, by looking at server statistics, we have come to the conclusion that Badwater Basin is the most popular Payload map, followed by Gold Rush. […]
Codename: Haunted Light – Generation Process
This week I’ve been mostly thinking and planning out how the level generation will work and I’ve also assisted our programmers in different parts of the game.
since I haven’t completed any new artifact in the game this week (except different resolution support…but it’s such a minor part and therefore I don’t’ count that) I’m going to talk about a feature of Haunted Light that’s a work in progress. The “(Re-)generating Levels”. I’ll explain what I mean by that.
Haunted Light is […]
Codename: Haunted Light – Generation Process
This week I’ve been mostly thinking and planning out how the level generation will work and I’ve also assisted our programmers in different parts of the game.
since I haven’t completed any new artifact in the game this week (except different resolution support…but it’s such a minor part and therefore I don’t’ count that) I’m going to talk about a feature of Haunted Light that’s a work in progress. The “(Re-)generating Levels”. I’ll explain what I mean by that.
Haunted Light is […]
Level Design and Sound Generate Mechanic
Level Design
This week has seen some major changes to the map. We’ve changed the colour scheme, added new areas (which means redrawing A LOT of collision, light and entities). I’ve made some pretty extensive mock-ups on paper, and tried changing walkpaths around in order for the Aesthetic goals the game set out to create, to be fulfilled.
Sooo many Areas have been torn down, rebuilt, just to be torn down again and just scrapped. It’s got to be perfect! Although, this […]
Level Design and Sound Generate Mechanic
Level Design
This week has seen some major changes to the map. We’ve changed the colour scheme, added new areas (which means redrawing A LOT of collision, light and entities). I’ve made some pretty extensive mock-ups on paper, and tried changing walkpaths around in order for the Aesthetic goals the game set out to create, to be fulfilled.
Sooo many Areas have been torn down, rebuilt, just to be torn down again and just scrapped. It’s got to be perfect! Although, this […]
Terminal: Fly City
After the Alpha we felt that we really wanted to have a main menu for the Beta presentation and moved it up on our priority list. I started right away with doing some really fast sketches, trying to explore different ideas and layouts. Some ideas that we had did not fit the game we are creating, for instance, we had an idea of the interrogation room where the game starts, with a flickering lamp. This put on paper looked […]
Terminal: Fly City
After the Alpha we felt that we really wanted to have a main menu for the Beta presentation and moved it up on our priority list. I started right away with doing some really fast sketches, trying to explore different ideas and layouts. Some ideas that we had did not fit the game we are creating, for instance, we had an idea of the interrogation room where the game starts, with a flickering lamp. This put on paper looked […]
University Projects: Level 1 Design
Hello everyone!
This week, I’ve been working on finalizing the first level in our game. This was interesting because I got to work from the ground up, starting out with the basic design, getting started on environmental design, finishing it, designing the puzzles intended for the map and then finishing the details of it all.
So Level 1s design is based around a library. The reason for using a library was both that it was easy to design multiple encounters all in […]
University Projects: Level 1 Design
Hello everyone!
This week, I’ve been working on finalizing the first level in our game. This was interesting because I got to work from the ground up, starting out with the basic design, getting started on environmental design, finishing it, designing the puzzles intended for the map and then finishing the details of it all.
So Level 1s design is based around a library. The reason for using a library was both that it was easy to design multiple encounters all in […]