Daily Archives: February 16, 2017

Background for game and main menu

This week and the end of last week, my focus was on making the background for the game. I had previously made a rough sketch with some coloring to get a feeling of how we wanted the background in the actual game to look.
I set up to start drawing, by using very broad strokes of different shades of blue and green to try and get a nice color for the water, I used the smudge brush to make the transition […]

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Program: Graphics

Background for game and main menu

This week and the end of last week, my focus was on making the background for the game. I had previously made a rough sketch with some coloring to get a feeling of how we wanted the background in the actual game to look.
I set up to start drawing, by using very broad strokes of different shades of blue and green to try and get a nice color for the water, I used the smudge brush to make the transition […]

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Program: Graphics

Blog Post #2 – The creation of my very first sound file

Hello and welcome to my 2nd Blog post entry. This week I will talk about how I created the sound effect for the pitchfork swing and it hitting its target. The Pitchfork is the prefered weapon used by one of our enemies in the game we are currently creating and therefore, we needed a fitting sound for the attack animation.
As mentioned in my first Blog entry last week I am also the sound designer of my team Amarok and I am […]

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Blog Post #2 – The creation of my very first sound file

Hello and welcome to my 2nd Blog post entry. This week I will talk about how I created the sound effect for the pitchfork swing and it hitting its target. The Pitchfork is the prefered weapon used by one of our enemies in the game we are currently creating and therefore, we needed a fitting sound for the attack animation.
As mentioned in my first Blog entry last week I am also the sound designer of my team Amarok and I am […]

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Designing and Animating the Enemy

When we created the farmer enemy, our team first had a quite extensive discussion about its design in the concept document and what about it we liked or disliked for our game. In the concept, the farmer had both a melee and a ranged attack. He had a pitchfork to attack the player with in close range and molotovs to throw at longer range as projectiles. personally I had nothing against the molotov projectiles. I thought it fitted the aesthetic […]

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Program: Graphics

Designing and Animating the Enemy

When we created the farmer enemy, our team first had a quite extensive discussion about its design in the concept document and what about it we liked or disliked for our game. In the concept, the farmer had both a melee and a ranged attack. He had a pitchfork to attack the player with in close range and molotovs to throw at longer range as projectiles. personally I had nothing against the molotov projectiles. I thought it fitted the aesthetic […]

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Program: Graphics

Living Lightning

This week I have created a lightning projectile.

In the beginning of the game, two projectiles are available. A basic projectile that simply kills enemies, and an absorbing projectile that will absorb the elemental power of an elemental enemy when it kills it. When the elemental enemy dies, a powerup is spawned which automatically flies over to the player and positions itself on the cloud (the player is flying on a small cloud).
If the player dies while carrying a powerup, she will […]

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Program: Programming

Living Lightning

This week I have created a lightning projectile.

In the beginning of the game, two projectiles are available. A basic projectile that simply kills enemies, and an absorbing projectile that will absorb the elemental power of an elemental enemy when it kills it. When the elemental enemy dies, a powerup is spawned which automatically flies over to the player and positions itself on the cloud (the player is flying on a small cloud).
If the player dies while carrying a powerup, she will […]

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Program: Programming

Week 2 – From Pirate’s chest to bubble gun

Oyez, Oyez people from game design and everyone else ! Today I’m going to talk about both the conception of a chest and its animation and (as an extra) the conception of a bubble gun, the gun that our Main Protagonist will use as a basic weapons shooting bubbles.
I was assigned to draw a chest that would contain some of  the power-ups the character would loot. So, for the design of that chest, I actually immediately thought of pirates and […]

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Program: Graphics

Week 2 – From Pirate’s chest to bubble gun

Oyez, Oyez people from game design and everyone else ! Today I’m going to talk about both the conception of a chest and its animation and (as an extra) the conception of a bubble gun, the gun that our Main Protagonist will use as a basic weapons shooting bubbles.
I was assigned to draw a chest that would contain some of  the power-ups the character would loot. So, for the design of that chest, I actually immediately thought of pirates and […]

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Program: Graphics

My Second Game Design Blog Post – Simple damage feedback and a bit about my damage system.

Hello, today I will be writing about my simple damage feedback that I did. The point of a damage feedback is to visualize that an object that can take damage, took it. You can do that in plenty of ways for example you can create a knockback effect that pushes away the Player from the source of damage after touching it, you can create a text above the Player that the damage was dealt or as I did here, colour […]

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Program: Programming

My Second Game Design Blog Post – Simple damage feedback and a bit about my damage system.

Hello, today I will be writing about my simple damage feedback that I did. The point of a damage feedback is to visualize that an object that can take damage, took it. You can do that in plenty of ways for example you can create a knockback effect that pushes away the Player from the source of damage after touching it, you can create a text above the Player that the damage was dealt or as I did here, colour […]

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Program: Programming

Preparing to Present the α

On the 16th of February, 2017, we presented the Alpha version of our game. I have been in charge of our groups presentations so far and this was no exception. The “pre-alpha” presentation we had a few days earlier was a mess due to technical difficulties so I saw this presentation as a chance to redeem myself. Luckily, our game designer Joel knew the topic well enough to show it in my stead.
It had been an exceedingly busy week. Therefore, I […]

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Preparing to Present the α

On the 16th of February, 2017, we presented the Alpha version of our game. I have been in charge of our groups presentations so far and this was no exception. The “pre-alpha” presentation we had a few days earlier was a mess due to technical difficulties so I saw this presentation as a chance to redeem myself. Luckily, our game designer Joel knew the topic well enough to show it in my stead.
It had been an exceedingly busy week. Therefore, I […]

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Week 2 – Extended Player

What
For the second sprint for our game I was tasked to extend our player characters functions. I needed to extend our collision with the screen boundaries, enemies and enemy projectiles, which would also defeat the player character. I was also tasked with making the first instance of our melee attack. For this I needed to create or utilize:

Colliders for the player character, enemies and projectiles. These were already implemented after the first sprint.
A lose state. Make the player character disappear […]

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Program: Programming

Week 2 – Extended Player

What
For the second sprint for our game I was tasked to extend our player characters functions. I needed to extend our collision with the screen boundaries, enemies and enemy projectiles, which would also defeat the player character. I was also tasked with making the first instance of our melee attack. For this I needed to create or utilize:

Colliders for the player character, enemies and projectiles. These were already implemented after the first sprint.
A lose state. Make the player character disappear […]

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Program: Programming

A week with SCRUM

Welcome to my second blogpost, this post will mainly focus on the management side of things. I’m going to explain how we are working with scrum, everything from how we plan each sprint and what is happening on a daily basis.
Monday – Sprint planning
The team usually gathers on Mondays to discuss what we want to achieve during the sprint. We look in the product backlog (which I wrote about in my previous post), in the backlog we have defined the sprint goals for […]

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A week with SCRUM

Welcome to my second blogpost, this post will mainly focus on the management side of things. I’m going to explain how we are working with scrum, everything from how we plan each sprint and what is happening on a daily basis.
Monday – Sprint planning
The team usually gathers on Mondays to discuss what we want to achieve during the sprint. We look in the product backlog (which I wrote about in my previous post), in the backlog we have defined the sprint goals for […]

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Week 2 – Backgrounds

A couple of weeks ago I was asked to make background concepts for our Selfish game. Since it is a game about a fish in an aquarium I first drew some quick suggestions on how the aquarium could look. Above you can see some of my concepts I made in Photoshop and PaintTool SAI. The pictures on the left are the same picture except the one above has a green filter over it. I thought it would look more like you […]

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Program: Graphics

Week 2 – Backgrounds

A couple of weeks ago I was asked to make background concepts for our Selfish game. Since it is a game about a fish in an aquarium I first drew some quick suggestions on how the aquarium could look. Above you can see some of my concepts I made in Photoshop and PaintTool SAI. The pictures on the left are the same picture except the one above has a green filter over it. I thought it would look more like you […]

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Program: Graphics

Background in the making

For the two last weeks, I have been creating the background for a game called ”Crown of Creation” that I have been developing together with my group.
The background that I was to make is supposed to be set where the player operates in the game, which is the inside of a crystal tree. What I needed to convey for the inside background art was a stone-material on the edges that would resemble the bark, and crystal material on the inside, kind of […]

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Program: Graphics

Background in the making

For the two last weeks, I have been creating the background for a game called ”Crown of Creation” that I have been developing together with my group.
The background that I was to make is supposed to be set where the player operates in the game, which is the inside of a crystal tree. What I needed to convey for the inside background art was a stone-material on the edges that would resemble the bark, and crystal material on the inside, kind of […]

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Program: Graphics

One boss becomes two

Stella Crawford from Team Nazgul here!
In this blog entry I’m going to continue on the topic of redesigning the bosses for Burn Witch, Burn. Last week I talked about the Witch Hunter and mentioned the final boss who ended up splitting into two halves and becoming a queen in our interpretation.
I made these designs last week but I haven’t done much else than cleaning up animation frames this week, which isn’t very interesting to write or read about so I […]

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Program: Graphics

One boss becomes two

Stella Crawford from Team Nazgul here!
In this blog entry I’m going to continue on the topic of redesigning the bosses for Burn Witch, Burn. Last week I talked about the Witch Hunter and mentioned the final boss who ended up splitting into two halves and becoming a queen in our interpretation.
I made these designs last week but I haven’t done much else than cleaning up animation frames this week, which isn’t very interesting to write or read about so I […]

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Program: Graphics