Yearly Archives: 2013

The first public testing

Last Thursday we had our first public play-test of our game. It went well, almost too well. We got our prototype to work at an acceptable level about one hour before the public testing started. we got some nice feedback from the testing and now we are going to develop it further. But what is the game my group works on? Well It’s a card game where the players have to bluff their way to victory. I don’t want to […]

/ Comments Off on The first public testing
Program: Programming

The first public testing

Last Thursday we had our first public play-test of our game. It went well, almost too well. We got our prototype to work at an acceptable level about one hour before the public testing started. we got some nice feedback from the testing and now we are going to develop it further. But what is the game my group works on? Well It’s a card game where the players have to bluff their way to victory. I don’t want to […]

/ Comments Off on The first public testing
Program: Programming

Doom’s UpDate

Today we discussed how we wanted to structure our work. Me and my fellow programmer wrote down what we wanted to structure it with classes and stuff.
I know I said that we would do this in Unity but after some research and testing we decided that it was not the best platform for our game. SFML was our second choice and we will make it work the best we can 😀
Besides the programming I will focus on the dialogue tree […]

/ Comments Off on Doom’s UpDate
Program: Programming

Doom’s UpDate

Today we discussed how we wanted to structure our work. Me and my fellow programmer wrote down what we wanted to structure it with classes and stuff.
I know I said that we would do this in Unity but after some research and testing we decided that it was not the best platform for our game. SFML was our second choice and we will make it work the best we can 😀
Besides the programming I will focus on the dialogue tree […]

/ Comments Off on Doom’s UpDate
Program: Programming

Doom’s UpDate

Today we discussed how we wanted to structure our work. Me and my fellow programmer wrote down what we wanted to structure it with classes and stuff.
I know I said that we would do this in Unity but after some research and testing we decided that it was not the best platform for our game. SFML was our second choice and we will make it work the best we can 😀
Besides the programming I will focus on the dialogue tree […]

/ Comments Off on Doom’s UpDate
Program: Programming

Doom’s UpDate

Today we discussed how we wanted to structure our work. Me and my fellow programmer wrote down what we wanted to structure it with classes and stuff.
I know I said that we would do this in Unity but after some research and testing we decided that it was not the best platform for our game. SFML was our second choice and we will make it work the best we can 😀
Besides the programming I will focus on the dialogue tree […]

/ Comments Off on Doom’s UpDate
Program: Programming

How I designed and implemented NPC behaviors and quests in two days

Two days left until the project deadline for Yomi’s Bubble Adventure, four character models are fully textured, animated and ready for implementation. One problem, the system doesn’t work.
In the following post I will explain how we worked with the external editor Artifex Terra 3D which is, except for the loader, closed source. In Artifex Terra you can create terrain, edit terrain and place objects. Artifex Terra 3D have the option to give object-specific properties for […]

/ Comments Off on How I designed and implemented NPC behaviors and quests in two days
Program: Programming

How I designed and implemented NPC behaviors and quests in two days

Two days left until the project deadline for Yomi’s Bubble Adventure, four character models are fully textured, animated and ready for implementation. One problem, the system doesn’t work.
In the following post I will explain how we worked with the external editor Artifex Terra 3D which is, except for the loader, closed source. In Artifex Terra you can create terrain, edit terrain and place objects. Artifex Terra 3D have the option to give object-specific properties for […]

/ Comments Off on How I designed and implemented NPC behaviors and quests in two days
Program: Programming

Doom’s Date, small update.

I just want remind people that Doom’s Date is on it’s way and we had a quite Important meeting on the programming side of it today. So now when everything starts to get planned hopefully the list of work will decrease at a faster rate and you will soon be able to enjoy Dr Doom’s company 😀

/ Comments Off on Doom’s Date, small update.
Program: Programming

Doom’s Date, small update.

I just want remind people that Doom’s Date is on it’s way and we had a quite Important meeting on the programming side of it today. So now when everything starts to get planned hopefully the list of work will decrease at a faster rate and you will soon be able to enjoy Dr Doom’s company 😀

/ Comments Off on Doom’s Date, small update.
Program: Programming

Serious board game the start!

So during the week my serious game group have been working on a concept document for serious board game. So far we are just on a concept level, but next week we will start to prototype it 🙂
The board game is supposed to enlighten the problem with Sweden’s long wait time at emergency rooms. At the moment we are planning a co-op game where the players get to play nurses at a hospitals emergency department. That is all I’m going […]

/ Comments Off on Serious board game the start!
Program: Programming

Serious board game the start!

So during the week my serious game group have been working on a concept document for serious board game. So far we are just on a concept level, but next week we will start to prototype it 🙂
The board game is supposed to enlighten the problem with Sweden’s long wait time at emergency rooms. At the moment we are planning a co-op game where the players get to play nurses at a hospitals emergency department. That is all I’m going […]

/ Comments Off on Serious board game the start!
Program: Programming

The first public testing

Last Thursday we had our first public play-test of our game. It went well, almost too well. We got our prototype to work at an acceptable level about one hour before the public testing started. we got some nice feedback from the testing and now we are going to develop it further. But what is the game my group works on? Well It’s a card game where the players have to bluff their way to victory. I don’t want to […]

/ Comments Off on The first public testing
Program: Programming

The first public testing

Last Thursday we had our first public play-test of our game. It went well, almost too well. We got our prototype to work at an acceptable level about one hour before the public testing started. we got some nice feedback from the testing and now we are going to develop it further. But what is the game my group works on? Well It’s a card game where the players have to bluff their way to victory. I don’t want to […]

/ Comments Off on The first public testing
Program: Programming

Tough Week

This has probably been the toughest week so far. Previously we’ve had about two assignments per week, one simple from design and one simple from communication. This week we had an assignment about three times as large as the usual one from communication, we had to play through Bioshock: Infinite and then write a 1000 word narrative analysis along with a few character “analysises”? I don’t know if that’s a word, anyway, in addition to that, we also have the […]

/ Comments Off on Tough Week
Program: Graphics

Tough Week

This has probably been the toughest week so far. Previously we’ve had about two assignments per week, one simple from design and one simple from communication. This week we had an assignment about three times as large as the usual one from communication, we had to play through Bioshock: Infinite and then write a 1000 word narrative analysis along with a few character “analysises”? I don’t know if that’s a word, anyway, in addition to that, we also have the […]

/ Comments Off on Tough Week
Program: Graphics

Board game progress report (Serious Games) – 20131020

Today my group in Serious Games has a short session where we begin making a more concrete version of the ideas that we had for our game there.

After some brainstorming and discussion, we initially had a plan where we had a board that contained regions, and certain diseases cards and actions cards only had an effect on certain areas, other where omnipresent ones. This concept was scratched however, since we noticed while play-testing it that it […]

/ Comments Off on Board game progress report (Serious Games) – 20131020
Program: Programming

Board game progress report (Serious Games) – 20131020

Today my group in Serious Games has a short session where we begin making a more concrete version of the ideas that we had for our game there.

After some brainstorming and discussion, we initially had a plan where we had a board that contained regions, and certain diseases cards and actions cards only had an effect on certain areas, other where omnipresent ones. This concept was scratched however, since we noticed while play-testing it that it […]

/ Comments Off on Board game progress report (Serious Games) – 20131020
Program: Programming

The Myth of Mono

The gaming world at the moment usually gives you a template of either a specific hero where you traverse the world the developers created for it’s convenience or a barrage of stereotypical classes of symbolism hemorrhaging your brain.
What if we took the beauty of anti symbolism to create classes, a story which never really needs to play in order to finish the game and NPC’s that are recurring to learn from your behaviour ?
Example:
tree classes, same personality(hates everything […]

/ Comments Off on The Myth of Mono
Program: Programming

The Myth of Mono

The gaming world at the moment usually gives you a template of either a specific hero where you traverse the world the developers created for it’s convenience or a barrage of stereotypical classes of symbolism hemorrhaging your brain.
What if we took the beauty of anti symbolism to create classes, a story which never really needs to play in order to finish the game and NPC’s that are recurring to learn from your behaviour ?
Example:
tree classes, same personality(hates everything […]

/ Comments Off on The Myth of Mono
Program: Programming

We finally have… something.

This Wednesday we spent yet another day in brainstorming agony, we had really tried to make the “angry old lady-game” work. We spent almost two whole workdays trying to bring life to this broken corpse of a system, it was time to move on.
 
Starting fresh left us very stressed, we needed a prototype finished for the next day at 13:00, yet we didn’t have a working game idea. So, once again, we went back to brainstorming. After a while […]

/ Comments Off on We finally have… something.
Program: Graphics

We finally have… something.

This Wednesday we spent yet another day in brainstorming agony, we had really tried to make the “angry old lady-game” work. We spent almost two whole workdays trying to bring life to this broken corpse of a system, it was time to move on.
 
Starting fresh left us very stressed, we needed a prototype finished for the next day at 13:00, yet we didn’t have a working game idea. So, once again, we went back to brainstorming. After a while […]

/ Comments Off on We finally have… something.
Program: Graphics

We finally have… something.

This Wednesday we spent yet another day in brainstorming agony, we had really tried to make the “angry old lady-game” work. We spent almost two whole workdays trying to bring life to this broken corpse of a system, it was time to move on.
 
Starting fresh left us very stressed, we needed a prototype finished for the next day at 13:00, yet we didn’t have a working game idea. So, once again, we went back to brainstorming. After a while […]

/ Comments Off on We finally have… something.
Program: Graphics

We finally have… something.

This Wednesday we spent yet another day in brainstorming agony, we had really tried to make the “angry old lady-game” work. We spent almost two whole workdays trying to bring life to this broken corpse of a system, it was time to move on.
 
Starting fresh left us very stressed, we needed a prototype finished for the next day at 13:00, yet we didn’t have a working game idea. So, once again, we went back to brainstorming. After a while […]

/ Comments Off on We finally have… something.
Program: Graphics