Monthly Archives: March 2015

Green Warden: Week 8 – Life Tree animations

This week I have been working on animations for the life tree, which serves as the base for the player character, the dryad. The life tree is the source of all life in the jungle and when it dies, the jungle dies with it. (Also you lose the game :P)
The life tree itself was made by Eva a couple of weeks ago and since then she has been busy drawing and animating enemies, so I got the task of animating […]

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Program: Graphics

Green Warden: Week 8 – Life Tree animations

This week I have been working on animations for the life tree, which serves as the base for the player character, the dryad. The life tree is the source of all life in the jungle and when it dies, the jungle dies with it. (Also you lose the game :P)
The life tree itself was made by Eva a couple of weeks ago and since then she has been busy drawing and animating enemies, so I got the task of animating […]

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Program: Graphics

Ambient Pressure: Level 4 Map

Closing in on the beta deadline, I’ve mostly been working with finishing all the different maps we want to implement in the game. This week it was level 4, which turned into this:

It might turn into level 3, though, says our level designer.
So, this is the second map I have made and after finishing this one I realized one thing; all the maps will look very similar to each other. It is a positive thing for me, since I […]

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Program: Graphics

Ambient Pressure: Level 4 Map

Closing in on the beta deadline, I’ve mostly been working with finishing all the different maps we want to implement in the game. This week it was level 4, which turned into this:

It might turn into level 3, though, says our level designer.
So, this is the second map I have made and after finishing this one I realized one thing; all the maps will look very similar to each other. It is a positive thing for me, since I […]

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Program: Graphics

Game Development Process Week 7

Hello everybody!
This week I am going to talk about the refinement of the way that we construct levels in our game. Two weeks ago in the fifth week of the development process I showed you the approach that I used to create the level and now that method has been refined. 
First, we start with a look back at how I did it before. We use text documents to read in a sprite sheet and then we assign each tile […]

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Program: Graphics

Game Development Process Week 7

Hello everybody!
This week I am going to talk about the refinement of the way that we construct levels in our game. Two weeks ago in the fifth week of the development process I showed you the approach that I used to create the level and now that method has been refined. 
First, we start with a look back at how I did it before. We use text documents to read in a sprite sheet and then we assign each tile […]

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Program: Graphics

Night of the Piñata Week 8

Greetings once again! Yes, the name of our project game has been changed from “Day of the Piñata” as the original concept called it to “Night of the Piñata”. The reason was that the only level we are going to be able to finish for the game will be at night. It is logic like that!

This week, aside from putting together sprite sheets and text documents, I have been working on a confetti effect for our game. We decided, that […]

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Program: Graphics

Night of the Piñata Week 8

Greetings once again! Yes, the name of our project game has been changed from “Day of the Piñata” as the original concept called it to “Night of the Piñata”. The reason was that the only level we are going to be able to finish for the game will be at night. It is logic like that!

This week, aside from putting together sprite sheets and text documents, I have been working on a confetti effect for our game. We decided, that […]

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Program: Graphics

Frozen ocean

This week we have once again rushed towards the beta presentation to try to get as much stuff as possible into the game. Last Monday we had play testing and as before it is still not clear which items do more damage to certain monster types. This is our biggest problem at the moment and we have not yet found a good solution, therefore I hope to get back to this in a later post. In this one I will […]

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Program: Graphics

Frozen ocean

This week we have once again rushed towards the beta presentation to try to get as much stuff as possible into the game. Last Monday we had play testing and as before it is still not clear which items do more damage to certain monster types. This is our biggest problem at the moment and we have not yet found a good solution, therefore I hope to get back to this in a later post. In this one I will […]

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Program: Graphics

Passing of knowledge


Title. “Passing of knowledge”
With this work I wanted to further explore the nordic myth and that take on the fantasy genre. I think that a lot of the fantasy that is portrayed in modern games and movies have turned towards a generic expression that has taken away a lot of the soul and sense of mystery that has always been the most intriguing part of the genre as far as I’m concerned. So with my exploration of the Nordic […]

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Program: Graphics

Passing of knowledge


Title. “Passing of knowledge”
With this work I wanted to further explore the nordic myth and that take on the fantasy genre. I think that a lot of the fantasy that is portrayed in modern games and movies have turned towards a generic expression that has taken away a lot of the soul and sense of mystery that has always been the most intriguing part of the genre as far as I’m concerned. So with my exploration of the Nordic […]

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Program: Graphics

Week 8: Real Archers Have Jelly Arms.

Hello!
This week we’re rounding up the very last things to do before our Beta presentation on friday. It’s mainly a lot of pressure on our programmers, but they are getting along fine right now, and everything is turning towards us having a nice, nearly complete game to show. Initially I was supposed to finish the very last attack animation for the last tree / tower (you can read more about my Tower Attack Animations in my previous blog post “Week […]

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Program: Graphics

Week 8: Real Archers Have Jelly Arms.

Hello!
This week we’re rounding up the very last things to do before our Beta presentation on friday. It’s mainly a lot of pressure on our programmers, but they are getting along fine right now, and everything is turning towards us having a nice, nearly complete game to show. Initially I was supposed to finish the very last attack animation for the last tree / tower (you can read more about my Tower Attack Animations in my previous blog post “Week […]

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Program: Graphics

Bullets in Dragon Song

Similar to the previous week this week have mostly been about fine tuning parts of the game. Anthon Fredriksson introduced us to smart pointers and helped us implement them in our game. With this a lot of our memory leaks were eliminated. Some other parts of the game were also fixed, but for this blog post I will write about the bullets in the game. The player bullets, the enemy bullets and the huge sound wave “bullet”. All of these […]

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Program: Programming

Bullets in Dragon Song

Similar to the previous week this week have mostly been about fine tuning parts of the game. Anthon Fredriksson introduced us to smart pointers and helped us implement them in our game. With this a lot of our memory leaks were eliminated. Some other parts of the game were also fixed, but for this blog post I will write about the bullets in the game. The player bullets, the enemy bullets and the huge sound wave “bullet”. All of these […]

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Program: Programming

Artifact 5 – Pickups

ARTIFACT 5 – PICKUPSin Dash BAT
Eight weeks has now passed since my team 12 and I started the Space Shooter Project “Heartbeat Bat”. The original concept was designed by Team 7. The Alpha is over and we are now heading towards the Beta which will be at the end of this week.
For this week’s blog assignment I thought I would tell you about the different Pickups I have been working on.
Here below you can see and read about the final versions of […]

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Program: Graphics

Artifact 5 – Pickups

ARTIFACT 5 – PICKUPSin Dash BAT
Eight weeks has now passed since my team 12 and I started the Space Shooter Project “Heartbeat Bat”. The original concept was designed by Team 7. The Alpha is over and we are now heading towards the Beta which will be at the end of this week.
For this week’s blog assignment I thought I would tell you about the different Pickups I have been working on.
Here below you can see and read about the final versions of […]

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Program: Graphics

Dragon Song bloggpost #5

This is the last week of the game before the beta presentation. The programmers have been focusing on getting as much done as we possibly can. We have been polishing the power ups, we have been fixing some minor bugs. This week we have also been adding a few states, we started by adding an End State which accrue when the player gets hit three times by the enemies. In the end state you can choose if you want to […]

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Program: Programming

Dragon Song bloggpost #5

This is the last week of the game before the beta presentation. The programmers have been focusing on getting as much done as we possibly can. We have been polishing the power ups, we have been fixing some minor bugs. This week we have also been adding a few states, we started by adding an End State which accrue when the player gets hit three times by the enemies. In the end state you can choose if you want to […]

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Program: Programming

Artifact 5

Artifact 5

This week I have been working on the final power up animations for the bat. As I showed in a previous blog post my different versions of the sketches for the power up four of them got chosen, a light blue, a green, a golden and a white one that had a lot of different colors. 

The light blue is a power up for when the bat is ready for shooting a projectile, the green one is for the […]

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Program: Graphics

Artifact 5

Artifact 5

This week I have been working on the final power up animations for the bat. As I showed in a previous blog post my different versions of the sketches for the power up four of them got chosen, a light blue, a green, a golden and a white one that had a lot of different colors. 

The light blue is a power up for when the bat is ready for shooting a projectile, the green one is for the […]

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Program: Graphics

A doory problem

The weeks are starting to get few and the days are starting to get long. Only two more weeks left after this one before the game is suppose to be finished. I can tell you now dear readers that it will not be finished, at least not the way it was suppose to in our head. We we need another month or two for that.
But we have learned a lot during these weeks so the next game will be better […]

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Program: Graphics

A doory problem

The weeks are starting to get few and the days are starting to get long. Only two more weeks left after this one before the game is suppose to be finished. I can tell you now dear readers that it will not be finished, at least not the way it was suppose to in our head. We we need another month or two for that.
But we have learned a lot during these weeks so the next game will be better […]

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Program: Graphics