Yearly Archives: 2015

Green Warden: Week 7 – Mini map

So this is the seventh week of this project! I think it is starting to show a bit, everyone is growing a bit tired no matter if things are going well or not. But there is not much to do besides keeping on working!
This week I have worked a little with the mini map for the game. Originally it was just an exact replica of the actual game but in smaller version. This meant everything was scaled down, from the […]

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Program: Graphics

Green Warden: Week 7 – Mini map

So this is the seventh week of this project! I think it is starting to show a bit, everyone is growing a bit tired no matter if things are going well or not. But there is not much to do besides keeping on working!
This week I have worked a little with the mini map for the game. Originally it was just an exact replica of the actual game but in smaller version. This meant everything was scaled down, from the […]

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Program: Graphics

Ambient pressure voice logs

This week I have been working on developing a radio voice for our game Ambient pressure. The voice supports the narrative and gives the player a quick tutorial of what the goal is. It also gives a hint of the dangers the diver is about to face.
For this artefact, me and David Crosson wrote a script of what the voice was supposed to say. The first time that the voice appears is in the first level. In summary it tells […]

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Program: Graphics

Ambient pressure voice logs

This week I have been working on developing a radio voice for our game Ambient pressure. The voice supports the narrative and gives the player a quick tutorial of what the goal is. It also gives a hint of the dangers the diver is about to face.
For this artefact, me and David Crosson wrote a script of what the voice was supposed to say. The first time that the voice appears is in the first level. In summary it tells […]

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Program: Graphics

2D Game Project: Stuff and things

It’s blogging time!
 
For the last week I have been on art duty and have been trying to produce a couple of art assets. But first some backstory. The world of the game I am working on, The Last Signal, is suppose to be an abandoned space ship. To be exact the game is about a science vessel traversing the final frontier gathering knowledge about other planets in hope of finding resources and easily habitable planets. But when approaching the latest […]

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Program: Graphics

2D Game Project: Stuff and things

It’s blogging time!
 
For the last week I have been on art duty and have been trying to produce a couple of art assets. But first some backstory. The world of the game I am working on, The Last Signal, is suppose to be an abandoned space ship. To be exact the game is about a science vessel traversing the final frontier gathering knowledge about other planets in hope of finding resources and easily habitable planets. But when approaching the latest […]

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Program: Graphics

Week 6

Week 6
This week we are entering the end face of our alfa production. Moving from pre-production to actually implementing animations and art in the code. It is critical that basic game play is working in order to have time to polish everything before the Alfa. Features as menu, background and pinata animations must be in place for the coders to test.
I have been focusing on the background lately and is adding details to buildings in the mexican village. This process […]

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Program: Graphics

Week 6

Week 6
This week we are entering the end face of our alfa production. Moving from pre-production to actually implementing animations and art in the code. It is critical that basic game play is working in order to have time to polish everything before the Alfa. Features as menu, background and pinata animations must be in place for the coders to test.
I have been focusing on the background lately and is adding details to buildings in the mexican village. This process […]

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Program: Graphics

Game Development Blog 4.

So. Week 2 of Beta. Didn’t think we’d still be a team by now. We had a lot of bumps along the road, and some dangerous obstacles still in it. That said, we’re still progressing steadily as a group and having fun with what we’re doing.
This week I have been working with a lot of smaller things. I’ve done some audio editing with the sound we recorded with David Crosson as our voice for Otto. All of the sounds were […]

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Program: Graphics

Game Development Blog 4.

So. Week 2 of Beta. Didn’t think we’d still be a team by now. We had a lot of bumps along the road, and some dangerous obstacles still in it. That said, we’re still progressing steadily as a group and having fun with what we’re doing.
This week I have been working with a lot of smaller things. I’ve done some audio editing with the sound we recorded with David Crosson as our voice for Otto. All of the sounds were […]

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Program: Graphics

Animating a heavy armor

Animating a heavy armor

This week I was stuck with animations. The most horrid thing I could imagine. Luckily I got away pretty easy and didn’t have to make everything from scratch.
After having painted our powerups last week I realised that we now needed animations for one of them. The Suit of armor. We need our character to move after having put on the suit.
After having put on the armor the player is slowed down by fifty percent. He […]

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Program: Graphics

Animating a heavy armor

Animating a heavy armor

This week I was stuck with animations. The most horrid thing I could imagine. Luckily I got away pretty easy and didn’t have to make everything from scratch.
After having painted our powerups last week I realised that we now needed animations for one of them. The Suit of armor. We need our character to move after having put on the suit.
After having put on the armor the player is slowed down by fifty percent. He […]

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Program: Graphics

Spelutveckling – Introduktion – projektarbetet / vecka 6

Förra veckan spenderade jag och de andra grafikerna mycket tid på att definiera vår artstyle. Vi upptäckte att vårt spel ser inte enhetligt ut ur grafisk synpunkt och jag ville att vi skulle få allt att passa ihop bättre. Man såg bristerna bäst på våra 40 items, vi delade upp dem så att alla designade en tredjedel var utan att innan ha definierat stilen ordentligt. Vi hade innan sagt att vi skulle ha svarta linjer, färgstarkt, starka skuggor och lite […]

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Program: Graphics

Spelutveckling – Introduktion – projektarbetet / vecka 6

Förra veckan spenderade jag och de andra grafikerna mycket tid på att definiera vår artstyle. Vi upptäckte att vårt spel ser inte enhetligt ut ur grafisk synpunkt och jag ville att vi skulle få allt att passa ihop bättre. Man såg bristerna bäst på våra 40 items, vi delade upp dem så att alla designade en tredjedel var utan att innan ha definierat stilen ordentligt. Vi hade innan sagt att vi skulle ha svarta linjer, färgstarkt, starka skuggor och lite […]

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Program: Graphics

Artifact 3, Heartbeat bat

Artifact 3

So this week I am going to write about my work with the bats power up effects.
I started my work with experimenting with some different lightning effects and my first visual thought about the power up. Since the power up literally would give the bat energy and make the bat empowered, my first thought was to make the bat look like he got empowered with lightning and that the lightning would crackle out from the bat wings. I […]

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Program: Graphics

Artifact 3, Heartbeat bat

Artifact 3

So this week I am going to write about my work with the bats power up effects.
I started my work with experimenting with some different lightning effects and my first visual thought about the power up. Since the power up literally would give the bat energy and make the bat empowered, my first thought was to make the bat look like he got empowered with lightning and that the lightning would crackle out from the bat wings. I […]

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Program: Graphics

My first A*pathfinding

This week my job has been to create a pathfinding system for our game Green Warden. For tower-defence-like game it needs a pathfinding system thats not just functional but also cheap for the processor to handle. As some probably know a tower-defence game could have hundreds of enemies on screen at the same time searching their way through a maze and obstacles. Sometimes the enemies must also be able to interrupt their current path to attack nearby towers and then, […]

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Program: Programming

My first A*pathfinding

This week my job has been to create a pathfinding system for our game Green Warden. For tower-defence-like game it needs a pathfinding system thats not just functional but also cheap for the processor to handle. As some probably know a tower-defence game could have hundreds of enemies on screen at the same time searching their way through a maze and obstacles. Sometimes the enemies must also be able to interrupt their current path to attack nearby towers and then, […]

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Program: Programming

Blog post no. 3: More Powerups

Tjenare,
Återigen så ska jag skriva om powerups. Det jag har pysslat med denna vecka, till skillnad från förra veckan, är att jag har börjat fokusera på enbart powerups. Fram till betan så skall jag få samtliga powerups implementerade och funktionella på rätt sätt. Idag, Torsdagen den 26/2, samt igår så har jag arbetat med vår rustning. Det är en rustning som man kan stjäla av Otto som gör så att spelaren rör sig långsammare samt kan ta två skott istället […]

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Program: Programming

Blog post no. 3: More Powerups

Tjenare,
Återigen så ska jag skriva om powerups. Det jag har pysslat med denna vecka, till skillnad från förra veckan, är att jag har börjat fokusera på enbart powerups. Fram till betan så skall jag få samtliga powerups implementerade och funktionella på rätt sätt. Idag, Torsdagen den 26/2, samt igår så har jag arbetat med vår rustning. Det är en rustning som man kan stjäla av Otto som gör så att spelaren rör sig långsammare samt kan ta två skott istället […]

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Program: Programming

Work going forward. Slowly.

This week I have no interesting solutions for problems to write about. The planning says I am supposed to work on sound effects that will give the player feedback upon picking up an object. Each kind of pickup object will have its own sound: coin, armor, light, painting, bear pelt and vase. Unfortunately I have not had time to start on these sounds, because I’ve been thinking about implementing pathfinding and dynamic lighting, as well as working on a task […]

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Program: Programming

Work going forward. Slowly.

This week I have no interesting solutions for problems to write about. The planning says I am supposed to work on sound effects that will give the player feedback upon picking up an object. Each kind of pickup object will have its own sound: coin, armor, light, painting, bear pelt and vase. Unfortunately I have not had time to start on these sounds, because I’ve been thinking about implementing pathfinding and dynamic lighting, as well as working on a task […]

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Program: Programming

Mer effekter, mer effekter (Byter till svenska)

Den här veckan har jag jobbat på animationer för diverse effekter som kommer från de olika power-upsen spelarn använder under spelets gång. Jag har även jobbat på designen för våran main-meny.
Animationer
När jag jobbade på animationerna var det första jag tänkte på färgerna. Detta gjorde jag för färgerna har stor betydelse då spelaren lätt ska kunna se skillnad på de olika effekterna och även ha en chans att kunna lista ut vad den power-upen gör för något. Exempel på det här […]

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Program: Graphics

Mer effekter, mer effekter (Byter till svenska)

Den här veckan har jag jobbat på animationer för diverse effekter som kommer från de olika power-upsen spelarn använder under spelets gång. Jag har även jobbat på designen för våran main-meny.
Animationer
När jag jobbade på animationerna var det första jag tänkte på färgerna. Detta gjorde jag för färgerna har stor betydelse då spelaren lätt ska kunna se skillnad på de olika effekterna och även ha en chans att kunna lista ut vad den power-upen gör för något. Exempel på det här […]

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Program: Graphics