Yearly Archives: 2015

Mole Munch – Final build download

Hi!

On Friday 27/3/2015, the Introduction to game development course finally ended, and so did development on Mole Munch, more or less. There was a big playtesting session, and overall the reactions were very positive! There were several people playing for over 30 minutes in a row and then coming back to play again later, attempting to beat the top score for glory and candy. For anyone who tried it, thanks for playing the game, and maybe thanks for the great […]

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Program: Graphics

Mole Munch – Final build download

Hi!

On Friday 27/3/2015, the Introduction to game development course finally ended, and so did development on Mole Munch, more or less. There was a big playtesting session, and overall the reactions were very positive! There were several people playing for over 30 minutes in a row and then coming back to play again later, attempting to beat the top score for glory and candy. For anyone who tried it, thanks for playing the game, and maybe thanks for the great […]

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Program: Graphics

Finally Theme Park!

GODFIRE FORGEfor Theme Park 2O15
Hello Dwellers! A new course has begun at university and it is time to come up with some new game ideas. This time my team consists of four artists and two coders. Together we will have ten weeks time to develop a game for Gotland Game Conference. In this project I will have the role as producer and artist. My first task was to create the team logo. 
At first we called ourselves “Floof Games”, don’t ask […]

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Program: Graphics

Finally Theme Park!

GODFIRE FORGEfor Theme Park 2O15
Hello Dwellers! A new course has begun at university and it is time to come up with some new game ideas. This time my team consists of four artists and two coders. Together we will have ten weeks time to develop a game for Gotland Game Conference. In this project I will have the role as producer and artist. My first task was to create the team logo. 
At first we called ourselves “Floof Games”, don’t ask […]

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Program: Graphics

PC Gamer 2015 full page ad

This year we went another route with our advert. After we participated in co-founding the Higher Education Video Game Alliance in New York last autumn, and have continued to work on our new (international!) bachelor and future master degree, we felt it was time to start specifically positioning ourselves as the international choice. Here’s the ad, what do you think? Does it get the idea across?

posted in Marketing by Ulf Benjaminsson

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PC Gamer 2015 full page ad

This year we went another route with our advert. After we participated in co-founding the Higher Education Video Game Alliance in New York last autumn, and have continued to work on our new (international!) bachelor and future master degree, we felt it was time to start specifically positioning ourselves as the international choice. Here’s the ad, what do you think? Does it get the idea across?

posted in Marketing by Ulf Benjaminsson

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Week 9 of Spelutveckling, introduktion. Balancing week.

This week I have primarily balanced the game, as well as cleaned up the design document for a second hand in.
Above you can see the image from the game design document that explains the game state and UI, with the final map. Below is an excerpt from the game document explaining the level design.

The three lanes are there to funnel the enemies towards the life tree, and helps establish that the life tree is where you should keep your […]

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Program: Graphics

Week 9 of Spelutveckling, introduktion. Balancing week.

This week I have primarily balanced the game, as well as cleaned up the design document for a second hand in.
Above you can see the image from the game design document that explains the game state and UI, with the final map. Below is an excerpt from the game document explaining the level design.

The three lanes are there to funnel the enemies towards the life tree, and helps establish that the life tree is where you should keep your […]

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Program: Graphics

Sticky Situation


I forgot to tell you about our game “Sticky Situation” that me and two others created at a game jam! It is a side scroll, co op game. You work as two balls of slime with opposite gravity. They have to stand on top of objects or one other to not fall into some deadly wall of spikes or some other danger. One character is controlled with the usual “ASDW” – buttons and the other with “JKLI” -buttons on […]

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Program: Graphics

Sticky Situation


I forgot to tell you about our game “Sticky Situation” that me and two others created at a game jam! It is a side scroll, co op game. You work as two balls of slime with opposite gravity. They have to stand on top of objects or one other to not fall into some deadly wall of spikes or some other danger. One character is controlled with the usual “ASDW” – buttons and the other with “JKLI” -buttons on […]

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Program: Graphics

Blogpost no.6 : Projektet

Tjenare,
Den här veckan har inte gått så bra för mig med artefakter i spelet. Jag har inte varit i skolan så mycket, detta på grund utav diverse anledningar. Så jag tänkte berätta mer om hur projektet har gått och vad jag ska ta med mig till senare projekt.
Projektet har gått bra! Det enda som har varit ganska dåligt, och väldigt specifikt för just vår grupp, är att vi har en väldigt långsam start. Vi började med projektet 2 veckor in […]

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Program: Programming

Blogpost no.6 : Projektet

Tjenare,
Den här veckan har inte gått så bra för mig med artefakter i spelet. Jag har inte varit i skolan så mycket, detta på grund utav diverse anledningar. Så jag tänkte berätta mer om hur projektet har gått och vad jag ska ta med mig till senare projekt.
Projektet har gått bra! Det enda som har varit ganska dåligt, och väldigt specifikt för just vår grupp, är att vi har en väldigt långsam start. Vi började med projektet 2 veckor in […]

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Program: Programming

Blogpost VI – Fancy Mansion

The Story of the Beginning of the HUD and the GUI
In almost one week this course and my biggest project here is ending and I and my group still has lot of assets to work on. It has been fun thou and even if there has been stress it has been worth it!
So this week I have been working on giving our game a nice looking HUD and GUI. In the beginning of the project we came up with the […]

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Program: Graphics

Blogpost VI – Fancy Mansion

The Story of the Beginning of the HUD and the GUI
In almost one week this course and my biggest project here is ending and I and my group still has lot of assets to work on. It has been fun thou and even if there has been stress it has been worth it!
So this week I have been working on giving our game a nice looking HUD and GUI. In the beginning of the project we came up with the […]

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Program: Graphics

Polishing for Final. Animations and such.

Hey there!
After a couple of days in bed after a cold I am now back on my feet and are currently working on polishing and fixing current bugs and problems with our animation and trying to get them in order so the right ones play as they should. The ones I am currently working on are when the player grows or shrinks in size as they get more or losses candy. I have worked on this since it was one […]

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Program: Programming

Polishing for Final. Animations and such.

Hey there!
After a couple of days in bed after a cold I am now back on my feet and are currently working on polishing and fixing current bugs and problems with our animation and trying to get them in order so the right ones play as they should. The ones I am currently working on are when the player grows or shrinks in size as they get more or losses candy. I have worked on this since it was one […]

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Program: Programming

Creating the sounds of crystalline entities dying

Ever since the start of this project we were talking about a death sound effect for our enemies. However, as the original design used player attack FX as additions to the soundtrack it wasn’t feasible to have the enemies make any sounds when hit. Because of the recent redesign into a more traditional shooter however, the time was now ripe for some crystal shattering FX.
To imagine how sentient, murderous crystalline invaders hit by a burst of sonic waves and shattering […]

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Program: Graphics

Creating the sounds of crystalline entities dying

Ever since the start of this project we were talking about a death sound effect for our enemies. However, as the original design used player attack FX as additions to the soundtrack it wasn’t feasible to have the enemies make any sounds when hit. Because of the recent redesign into a more traditional shooter however, the time was now ripe for some crystal shattering FX.
To imagine how sentient, murderous crystalline invaders hit by a burst of sonic waves and shattering […]

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Program: Graphics

Creating the sounds of crystalline entities dying

Ever since the start of this project we were talking about a death sound effect for our enemies. However, as the original design used player attack FX as additions to the soundtrack it wasn’t feasible to have the enemies make any sounds when hit. Because of the recent redesign into a more traditional shooter however, the time was now ripe for some crystal shattering FX.
To imagine how sentient, murderous crystalline invaders hit by a burst of sonic waves and shattering […]

/ Comments Off on Creating the sounds of crystalline entities dying
Program: Graphics

Creating the sounds of crystalline entities dying

Ever since the start of this project we were talking about a death sound effect for our enemies. However, as the original design used player attack FX as additions to the soundtrack it wasn’t feasible to have the enemies make any sounds when hit. Because of the recent redesign into a more traditional shooter however, the time was now ripe for some crystal shattering FX.
To imagine how sentient, murderous crystalline invaders hit by a burst of sonic waves and shattering […]

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Program: Graphics

Coding a main menu

This week has been a bit hectic. Lots to do and little time to do it. We’ve had some big features that feel absolutely necessary to implement for the final version of the game. One of those was a main menu from where the player can start the game and look at highscores, credits, and the control scheme. (And quit the application of course. This was a bit of a hassle to achieve, and the solution isn’t even very pretty. […]

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Program: Programming

Coding a main menu

This week has been a bit hectic. Lots to do and little time to do it. We’ve had some big features that feel absolutely necessary to implement for the final version of the game. One of those was a main menu from where the player can start the game and look at highscores, credits, and the control scheme. (And quit the application of course. This was a bit of a hassle to achieve, and the solution isn’t even very pretty. […]

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Program: Programming

Weekly blog assignment #6

Hello people!
As it is getting closer to the final, we have worked on more tuning and polishing. We had a couple of meetings talking about all the things in the game that we had yet not decided. For example there was the defeat screen and the victory screen that we had not decided on how it would look like. What information that the victory screen should show and the same for the defeat screen.
I also worked on making the items […]

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Program: Programming

Weekly blog assignment #6

Hello people!
As it is getting closer to the final, we have worked on more tuning and polishing. We had a couple of meetings talking about all the things in the game that we had yet not decided. For example there was the defeat screen and the victory screen that we had not decided on how it would look like. What information that the victory screen should show and the same for the defeat screen.
I also worked on making the items […]

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Program: Programming