Yearly Archives: 2015
2D Game Project: Control Freak
New week, new adventures.
I have been promoted so to speak to Lead design for our game project The Last Signal. With this comes a whole new bunch of responsibilities. One of which is ensuring the game is as good as we can make it. And a big thing with a game are the controls.
After we had our first playtesting with a bigger crowd we got a lot of feedback on the controls of the game. Some felt that they were […]
2D Game Project: Control Freak
New week, new adventures.
I have been promoted so to speak to Lead design for our game project The Last Signal. With this comes a whole new bunch of responsibilities. One of which is ensuring the game is as good as we can make it. And a big thing with a game are the controls.
After we had our first playtesting with a bigger crowd we got a lot of feedback on the controls of the game. Some felt that they were […]
Space Shooter Project. Blog 3. HUD Mockups
So for this blogpost I am going to go through some different HUD variations that I have been working on for our game Mole Munch. Our HUD does not have to feature a lot of different information but what it entails still needs to be displayed clearly and work artistically with the rest of the game. We have also pretty recently begun working on our interface and not everything is set in stone as far as its design goes. These […]
Space Shooter Project. Blog 3. HUD Mockups
So for this blogpost I am going to go through some different HUD variations that I have been working on for our game Mole Munch. Our HUD does not have to feature a lot of different information but what it entails still needs to be displayed clearly and work artistically with the rest of the game. We have also pretty recently begun working on our interface and not everything is set in stone as far as its design goes. These […]
Dev log III
Mole munch är vår tagning på hur man gör ett arkadigt mullvadsspel där du skall undvika fienden som studsar mot väggarna och plocka upp grönsakerna. Man kan vara under jord där man är halvt skyddad från mullvadsfångarna. Ifall de ser en jordhög som man lämnar efter sig så kommer dem att fylla den med vatten.
Denna vecka går jag igenom hur mitt arbete kring vårt väggobjekt, en lövhäck, gick till. Då vi i förra veckan fick gå från isometriskt perspektiv till […]
Dev log III
Mole munch är vår tagning på hur man gör ett arkadigt mullvadsspel där du skall undvika fienden som studsar mot väggarna och plocka upp grönsakerna. Man kan vara under jord där man är halvt skyddad från mullvadsfångarna. Ifall de ser en jordhög som man lämnar efter sig så kommer dem att fylla den med vatten.
Denna vecka går jag igenom hur mitt arbete kring vårt väggobjekt, en lövhäck, gick till. Då vi i förra veckan fick gå från isometriskt perspektiv till […]
Week 6 of the Piñata – This game needs objects
Over the course of taking the concept of Day of the Piñata and making it into a full game I have been working on the many objects the game needs. The player will play as a piñata raging through the streets on Dia de los Muertos, to wreck the festive decorations. These objects are the ones the piñata will stomp down.
To begin the process of every object I do a few quick thumbnails in no more than three shades. I […]
Week 6 of the Piñata – This game needs objects
Over the course of taking the concept of Day of the Piñata and making it into a full game I have been working on the many objects the game needs. The player will play as a piñata raging through the streets on Dia de los Muertos, to wreck the festive decorations. These objects are the ones the piñata will stomp down.
To begin the process of every object I do a few quick thumbnails in no more than three shades. I […]
With a click of a button!
When starting the game we want the players to be prepared. The players shouldn’t feel like they’re being thrown into the game without warning. In order to make the player prepared we had to make a menu from where the players can access the game. From … – Läs hela inlägget här
With a click of a button!
When starting the game we want the players to be prepared. The players shouldn’t feel like they’re being thrown into the game without warning. In order to make the player prepared we had to make a menu from where the players can access the game. From … – Läs hela inlägget här
Fancy Mansion – Better collision and a start on A.I.
Last week we had a showcase of our alpha-release of the game. I think it was quite well received and we were given some tips on how we should continue. This week we have started working on an A.I. for our enemy in the game, Mr.Fancy. Also, during last week we implemented new walls into our game with a different perspective and the collision between the player and the walls were not working as intended.
So this week I have changed the size […]
Fancy Mansion – Better collision and a start on A.I.
Last week we had a showcase of our alpha-release of the game. I think it was quite well received and we were given some tips on how we should continue. This week we have started working on an A.I. for our enemy in the game, Mr.Fancy. Also, during last week we implemented new walls into our game with a different perspective and the collision between the player and the walls were not working as intended.
So this week I have changed the size […]
Space Shooter Dev. 3 – Pattern
I’m starting to think there are more than one Thursday in a week with how often it feels like I’m writing these. Reflection’s good for the soul though, and since I’ve been going on and on about walls for two weeks I think it’s time for another must-have in any household: floors. Exciting, isn’t it.
Now this being Fancy Mansion I’m on about, there have to be at least three different kinds of floor to produce three different kinds of sounds. […]
Space Shooter Dev. 3 – Pattern
I’m starting to think there are more than one Thursday in a week with how often it feels like I’m writing these. Reflection’s good for the soul though, and since I’ve been going on and on about walls for two weeks I think it’s time for another must-have in any household: floors. Exciting, isn’t it.
Now this being Fancy Mansion I’m on about, there have to be at least three different kinds of floor to produce three different kinds of sounds. […]
Projectile creation and animation
This week I have continued making animations to the game. Since I last wrote about the dragon’s animation, this week, I will write about the making of the projectile. How it was made and the animation process.
I started with brainstorming the look of the projectile. It had to have some kind of relation to singing or some kind of tune. The visualization of the projectile should be a beam that traveled from the dragon to the crystallized enemy and shatter […]
Projectile creation and animation
This week I have continued making animations to the game. Since I last wrote about the dragon’s animation, this week, I will write about the making of the projectile. How it was made and the animation process.
I started with brainstorming the look of the projectile. It had to have some kind of relation to singing or some kind of tune. The visualization of the projectile should be a beam that traveled from the dragon to the crystallized enemy and shatter […]
Fancy Mansion: Waypoints
This week I’ll be discussing the use of waypoints as a method of pathfinding for our enemy AI. Taking last week’s CONCRIT into consideration, I’ll try to explain the how and why of my programming in a simplified manner that non-programmers can more easily follow along with.
Rather than go with A* Pathfinding, which is an algorithm that calculates the shortest possible route between two points, we opted to go for a waypoint pathfinding system. Our programming lecturer recommended we take […]
Fancy Mansion: Waypoints
This week I’ll be discussing the use of waypoints as a method of pathfinding for our enemy AI. Taking last week’s CONCRIT into consideration, I’ll try to explain the how and why of my programming in a simplified manner that non-programmers can more easily follow along with.
Rather than go with A* Pathfinding, which is an algorithm that calculates the shortest possible route between two points, we opted to go for a waypoint pathfinding system. Our programming lecturer recommended we take […]
Week 6: Animating in photoshop.
Hello!
This week I finally started working on animating. In Photoshop CC no less, a program that I had no idea you could animate in until just a couple of weeks ago. The only animations I’ve done so far has been an assignment for my graphics course, which consisted of a walk cycle for a stickman, and some pixel animations for a GameJam game in GameMaker nearly five months ago. There was also the time in Macromedia Flash about five or […]
Week 6: Animating in photoshop.
Hello!
This week I finally started working on animating. In Photoshop CC no less, a program that I had no idea you could animate in until just a couple of weeks ago. The only animations I’ve done so far has been an assignment for my graphics course, which consisted of a walk cycle for a stickman, and some pixel animations for a GameJam game in GameMaker nearly five months ago. There was also the time in Macromedia Flash about five or […]
Week 6 – Level details
Hello hello!
So last week I got the task to design some vacation details to add to the beach in our version of Magic Writer. This was mostly to increase the impression of our wizard being on a vacation and on a relaxing beach, not expecting the incoming monsters. The details would work as a stop for our character, since the beach would be quite wide we wanted to narrow it down so that the lanes that the wizard can jump […]
Week 6 – Level details
Hello hello!
So last week I got the task to design some vacation details to add to the beach in our version of Magic Writer. This was mostly to increase the impression of our wizard being on a vacation and on a relaxing beach, not expecting the incoming monsters. The details would work as a stop for our character, since the beach would be quite wide we wanted to narrow it down so that the lanes that the wizard can jump […]
The Heads Up Display, early stage [WIP]
So this past week I’ve been working on the Heads Up Display, the HUD for our space shooter project Fancy Mansion. Well, the name is about to change to something else once we come up with a fitting name.
I went through some iterations when working on this task, since I couldn’t really decide on one solution over the other in the beginning until I remembered what a second year student told me about RenderTextures.
Now, remember, at the moment, all […]
The Heads Up Display, early stage [WIP]
So this past week I’ve been working on the Heads Up Display, the HUD for our space shooter project Fancy Mansion. Well, the name is about to change to something else once we come up with a fitting name.
I went through some iterations when working on this task, since I couldn’t really decide on one solution over the other in the beginning until I remembered what a second year student told me about RenderTextures.
Now, remember, at the moment, all […]