Monthly Archives: May 2016

BGP: Fourth Post

This week was more focused on adjustments and trying to tune up what we already had before going into adding on more ways to interact with the town.
I created a couple of poster variations for the billboards spread around town:

As well a couple of very simple diffuse and alpha textures for the windows and doors to prevent them from having emissive all over the mesh.
Then it was mostly smaller but time-consuming adjustments like changing the lights to a warmer hue […]

/ Comments Off on BGP: Fourth Post
Program: Graphics

BGP: Fourth Post

This week was more focused on adjustments and trying to tune up what we already had before going into adding on more ways to interact with the town.
I created a couple of poster variations for the billboards spread around town:

As well a couple of very simple diffuse and alpha textures for the windows and doors to prevent them from having emissive all over the mesh.
Then it was mostly smaller but time-consuming adjustments like changing the lights to a warmer hue […]

/ Comments Off on BGP: Fourth Post
Program: Graphics

Feedback and Feedback

These past weeks we’ve conducted some playtesting sessions. We had put a lot of focus on our core mechanics. Those being our combat and gathering systems. We also had a lot of graphical assets in the game, with our game as it was we felt that we could test our core.
A lot of the feedback we got were focused on the lack of feedback in the game. There wasn’t any audio and very little visual feedback in the game at […]

/ Comments Off on Feedback and Feedback
Program: Graphics

Feedback and Feedback

These past weeks we’ve conducted some playtesting sessions. We had put a lot of focus on our core mechanics. Those being our combat and gathering systems. We also had a lot of graphical assets in the game, with our game as it was we felt that we could test our core.
A lot of the feedback we got were focused on the lack of feedback in the game. There wasn’t any audio and very little visual feedback in the game at […]

/ Comments Off on Feedback and Feedback
Program: Graphics

Prototype level for alpha

Hello!
for the alpha I created a prototype level that we used to test how the game worked and how the level worked.
we got some good feedback and durring the playtest the testers brought up some new good points. This week the goal will be to rebuild the level and make it better and more relevant with the gameplay, to make the game feel like more then just a generic platformer. To do this I will implement new puzzels and makes the […]

/ Comments Off on Prototype level for alpha
Program: Programming

Prototype level for alpha

Hello!
for the alpha I created a prototype level that we used to test how the game worked and how the level worked.
we got some good feedback and durring the playtest the testers brought up some new good points. This week the goal will be to rebuild the level and make it better and more relevant with the gameplay, to make the game feel like more then just a generic platformer. To do this I will implement new puzzels and makes the […]

/ Comments Off on Prototype level for alpha
Program: Programming

Big Game Project, Week 4.

Things are progressing nicely. The things we learned during the alpha that applied to me was 2 things.
1: We have not yet implemented any sounds in the game
and
2: It’s hard to find our way through the level.
Mostly though, the work has progressed nicely this week. We got most of the voicelines through processing so they will sound great at the start of today (monday, I’m writing this late.) I’ve also talked with Alexander and he will begin the creation of […]

/ Comments Off on Big Game Project, Week 4.
Program: Graphics

Big Game Project, Week 4.

Things are progressing nicely. The things we learned during the alpha that applied to me was 2 things.
1: We have not yet implemented any sounds in the game
and
2: It’s hard to find our way through the level.
Mostly though, the work has progressed nicely this week. We got most of the voicelines through processing so they will sound great at the start of today (monday, I’m writing this late.) I’ve also talked with Alexander and he will begin the creation of […]

/ Comments Off on Big Game Project, Week 4.
Program: Graphics

BGP progress

I worked on two monsters this week. Firstl I finished the wolf enemy and after that I designed and finished the frog minions. The frog minions will inhabitant a ship and the player must kill all frog minions in order to board the ship.
When doing the frog minions I looked on alot of reference pictures to get the anatomy about right and after that I designed after own choice. I tried to keep it simple and soft in the coulouring […]

/ Comments Off on BGP progress
Program: Graphics

BGP progress

I worked on two monsters this week. Firstl I finished the wolf enemy and after that I designed and finished the frog minions. The frog minions will inhabitant a ship and the player must kill all frog minions in order to board the ship.
When doing the frog minions I looked on alot of reference pictures to get the anatomy about right and after that I designed after own choice. I tried to keep it simple and soft in the coulouring […]

/ Comments Off on BGP progress
Program: Graphics

Week 5 BGP

Måndag 25/4 Idag har jag arbetat med raycast. Tidigare har jag använt en sfär runt mina karaktärer som använder AI men det kommer inte funka i längden. Så jag har använt mig av raycast som är en kollisioncheck som kollar i ett streck rakt fram. Strecket växer och krymper beroende på om den krockar med något. Alltså, ifall strecket går in i väggen så slutar den vid väggen och kollar därför inte vad som är på andra sidan av väggen. […]

/ Comments Off on Week 5 BGP
Program: Programming

Week 5 BGP

Måndag 25/4 Idag har jag arbetat med raycast. Tidigare har jag använt en sfär runt mina karaktärer som använder AI men det kommer inte funka i längden. Så jag har använt mig av raycast som är en kollisioncheck som kollar i ett streck rakt fram. Strecket växer och krymper beroende på om den krockar med något. Alltså, ifall strecket går in i väggen så slutar den vid väggen och kollar därför inte vad som är på andra sidan av väggen. […]

/ Comments Off on Week 5 BGP
Program: Programming

Befriend a fish – win a prize!

 
NOTE; I plan to add pictures to this post, I promise! For now though I really need to get some sleep
Hi!
Today, I’d like to adress yet another design mystery in Slumber. I know I should probably just talk about the stuff that’s already been defined and how and why it works, but it’s just so much more valuable for me to describe the current problems so that I can go ahead and solve them somehow!
So! Without any further ado, allow me to talk about
Fish friendships
In Slumber, […]

/ Comments Off on Befriend a fish – win a prize!
Program: Graphics

Befriend a fish – win a prize!

 
NOTE; I plan to add pictures to this post, I promise! For now though I really need to get some sleep
Hi!
Today, I’d like to adress yet another design mystery in Slumber. I know I should probably just talk about the stuff that’s already been defined and how and why it works, but it’s just so much more valuable for me to describe the current problems so that I can go ahead and solve them somehow!
So! Without any further ado, allow me to talk about
Fish friendships
In Slumber, […]

/ Comments Off on Befriend a fish – win a prize!
Program: Graphics

Production: Week Five

This has been a good week for our team, we’ve gotten a lot of things done and we’re feeling rather pleased with what we’ve accomplished this week! Most of our animations are actually pretty much finished. Granted some of them may need some re-work but in general, Zombie Crawler’s assets are nearing completion. In other words, we’re on schedule with our project and remarkably, we seem to have eough time for touch up and can even spoil some of our […]

/ Comments Off on Production: Week Five
Program: Graphics

Production: Week Five

This has been a good week for our team, we’ve gotten a lot of things done and we’re feeling rather pleased with what we’ve accomplished this week! Most of our animations are actually pretty much finished. Granted some of them may need some re-work but in general, Zombie Crawler’s assets are nearing completion. In other words, we’re on schedule with our project and remarkably, we seem to have eough time for touch up and can even spoil some of our […]

/ Comments Off on Production: Week Five
Program: Graphics

Big Game Project Week 4

So, the fourth week of development has come to an end. We have finished up some of the graphics in the level and we have completed our first alpha! 
The alpha was not pretty, not the least. We had a lot more polished features that we wanted to implement that we couldn’t because of struggles with SourceTree and a general lack of time. But the alpha is playable, has the general visual style that we strive for and some enemies that […]

/ Comments Off on Big Game Project Week 4
Program: Graphics

Big Game Project Week 4

So, the fourth week of development has come to an end. We have finished up some of the graphics in the level and we have completed our first alpha! 
The alpha was not pretty, not the least. We had a lot more polished features that we wanted to implement that we couldn’t because of struggles with SourceTree and a general lack of time. But the alpha is playable, has the general visual style that we strive for and some enemies that […]

/ Comments Off on Big Game Project Week 4
Program: Graphics

Big Game Project: Week 4

The fourth week (Apr 25 – Apr 29) development of our game “Kei” continues. This week I was working on an experimental feature in the game, the auto-locking system.
All considerations here are about melee attack (the player will also have ranged attack but it hasn’t been implemented yet). When you attack an enemy, the collider placed around your sword has to collide with the enemy’s collider in order for the hit to be registered. Since the sword object is relatively small compared […]

/ Comments Off on Big Game Project: Week 4
Program: Programming

Big Game Project: Week 4

The fourth week (Apr 25 – Apr 29) development of our game “Kei” continues. This week I was working on an experimental feature in the game, the auto-locking system.
All considerations here are about melee attack (the player will also have ranged attack but it hasn’t been implemented yet). When you attack an enemy, the collider placed around your sword has to collide with the enemy’s collider in order for the hit to be registered. Since the sword object is relatively small compared […]

/ Comments Off on Big Game Project: Week 4
Program: Programming

Thoughts on the Slumber logotype

Hello and welcome back!
 
Team Dream Dust are now at the sixth week of development, and the game has got a fantastic new name: SLUMBER!
 
During these past weeks I have worked on a lot of different things, including the game’s logotype as seen below and on the right! Since Slumber is set underwater we wanted to show that in the logotype somehow. Our first thought was to depict our main character, the Nudibranch, in the logotype as the game centers around it, but if you don’t already know […]

/ Comments Off on Thoughts on the Slumber logotype
Program: Graphics

Thoughts on the Slumber logotype

Hello and welcome back!
 
Team Dream Dust are now at the sixth week of development, and the game has got a fantastic new name: SLUMBER!
 
During these past weeks I have worked on a lot of different things, including the game’s logotype as seen below and on the right! Since Slumber is set underwater we wanted to show that in the logotype somehow. Our first thought was to depict our main character, the Nudibranch, in the logotype as the game centers around it, but if you don’t already know […]

/ Comments Off on Thoughts on the Slumber logotype
Program: Graphics

Big Game Project: Week 3

The third week (Apr 18 – Apr 22) I worked mostly with Enemy 1 (“Alpha”) AI. I experimented with two different AI behaviors:

where the enemy follows the player during its attack phase and deals damage to the player upon contact (because of its rapidly spinning hull)
where the enemy charges towards the player in a straight line dealing damage on contact; the player can more easily evade the attack by moving off of the straight line

The latter behavior feels too simplistic and too easy […]

/ Comments Off on Big Game Project: Week 3
Program: Programming

Big Game Project: Week 3

The third week (Apr 18 – Apr 22) I worked mostly with Enemy 1 (“Alpha”) AI. I experimented with two different AI behaviors:

where the enemy follows the player during its attack phase and deals damage to the player upon contact (because of its rapidly spinning hull)
where the enemy charges towards the player in a straight line dealing damage on contact; the player can more easily evade the attack by moving off of the straight line

The latter behavior feels too simplistic and too easy […]

/ Comments Off on Big Game Project: Week 3
Program: Programming