Daily Archives: February 23, 2017

Wave spawing

Hello! I Am Christofer Mattsson the lead coder in team Leviathan. We are now under ten weeks working on a game called Draxl’s journey.
We are now in the end of the fifth week of production and the our game is now in a alpha stage but soon in a beta stage.
This week:
This week I have mostly worked on a single script and that being a wave spawning script. The biggest thing we don’t have in our game yet is […]

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Program: Programming

Wave spawing

Hello! I Am Christofer Mattsson the lead coder in team Leviathan. We are now under ten weeks working on a game called Draxl’s journey.
We are now in the end of the fifth week of production and the our game is now in a alpha stage but soon in a beta stage.
This week:
This week I have mostly worked on a single script and that being a wave spawning script. The biggest thing we don’t have in our game yet is […]

/ Comments Off on Wave spawing
Program: Programming

Improving the light conditions (Light Plant, part 2)

As I talked about in my latest post, the Light plant is one of the Enemies/Puzzle mechanics in our game. It’s projectiles provide light, but are also dangerous to the player on touch, so they have to be avoided.
This week, I’ve added two new behaviours to the plant, “angry” and “activation”. These two are the main mechanics that this plant will have to create interesting puzzles.
The angry behaviour
When the player hits the plant with a projectile, the plant will mark […]

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Program: Programming

Improving the light conditions (Light Plant, part 2)

As I talked about in my latest post, the Light plant is one of the Enemies/Puzzle mechanics in our game. It’s projectiles provide light, but are also dangerous to the player on touch, so they have to be avoided.
This week, I’ve added two new behaviours to the plant, “angry” and “activation”. These two are the main mechanics that this plant will have to create interesting puzzles.
The angry behaviour
When the player hits the plant with a projectile, the plant will mark […]

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Program: Programming

Troubles with flamethrowers :S

Hello blog people! This week I have been working on a flamethrower spell/power-up for our game. It is one of 4 power-ups the player will get to choose at a point in the game to customize the witch to their style of gameplay. The other power-ups we have planned at this point are: Fire shield, Empowered teleport and Empowered shooting. Hopefully we will also have variations for each of these that you can pick to make the game more interesting […]

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Program: Programming

Troubles with flamethrowers :S

Hello blog people! This week I have been working on a flamethrower spell/power-up for our game. It is one of 4 power-ups the player will get to choose at a point in the game to customize the witch to their style of gameplay. The other power-ups we have planned at this point are: Fire shield, Empowered teleport and Empowered shooting. Hopefully we will also have variations for each of these that you can pick to make the game more interesting […]

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Program: Programming

Menus

This week I have been doing some different things to clean up our game. Adding things for convenience like a pause menu and a control window to explain the inputs to the player.

The reason I wanted to add a pause menu is so that if someone is playing and they have to leave the game for a short time they do not have to quit the game and loose the high score that they are working on. I also deiced […]

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Program: Game Design

Menus

This week I have been doing some different things to clean up our game. Adding things for convenience like a pause menu and a control window to explain the inputs to the player.

The reason I wanted to add a pause menu is so that if someone is playing and they have to leave the game for a short time they do not have to quit the game and loose the high score that they are working on. I also deiced […]

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Program: Game Design

My Third Game Design Blog Post – Flipping the objects.

Hello again, on this Thursday I will write about different ways to flip characters in the engine as well as flipping of other non-character objects. Flipping that I am talking about right now is making the sprite(picture) of the chosen game object rotate itself to face other direction. Like on those two pictures below.

(The Player is facing right, not flipped.)

(The Player is facing left, flipped.)
Flipping itself can be done on any sprite in the Unity engine, in our game we […]

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Program: Programming

My Third Game Design Blog Post – Flipping the objects.

Hello again, on this Thursday I will write about different ways to flip characters in the engine as well as flipping of other non-character objects. Flipping that I am talking about right now is making the sprite(picture) of the chosen game object rotate itself to face other direction. Like on those two pictures below.

(The Player is facing right, not flipped.)

(The Player is facing left, flipped.)
Flipping itself can be done on any sprite in the Unity engine, in our game we […]

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Program: Programming

Drawing level assets

Hello!
The Beta is approaching rapidly, and our game is staring to take shape. However, there is still a lot of work to be done. We are currently in a phase of our game production were the graphical aspects must catch up to the rest of the project. The visuals are not yet where we would like them to be, and a lot of our graphics is currently just placeholders.
That is why I choose to take on some of the graphics […]

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Drawing level assets

Hello!
The Beta is approaching rapidly, and our game is staring to take shape. However, there is still a lot of work to be done. We are currently in a phase of our game production were the graphical aspects must catch up to the rest of the project. The visuals are not yet where we would like them to be, and a lot of our graphics is currently just placeholders.
That is why I choose to take on some of the graphics […]

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Mean Worm Enemy

 
This week I’ve worked on implementing a new enemy type to our game. The original idea was that it would look like a worm, but it ended up looking like a mean snake of some sort with very sharp teeth.
 
It was already planned early on that we would have more types of enemies in order to bring more variation to the gameplay while exploring. And this one, in particular, was to add a bit of a surprise element to our game.
The design […]

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Program: Programming

Mean Worm Enemy

 
This week I’ve worked on implementing a new enemy type to our game. The original idea was that it would look like a worm, but it ended up looking like a mean snake of some sort with very sharp teeth.
 
It was already planned early on that we would have more types of enemies in order to bring more variation to the gameplay while exploring. And this one, in particular, was to add a bit of a surprise element to our game.
The design […]

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Program: Programming

Third Post, Fish Game

Hi again. I am the designer in team shadhavar. Today I will be talking about the level design we went with in our game.
Based on the concept document we had chosen the game needed to be restricted to one screen. I personally felt that having a level simply be based on what enemies would spawn was too little level design, therefore I opted for some kind of obstacles to be present. The obstacles purpose would be so that the player […]

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Program: Game Design

Third Post, Fish Game

Hi again. I am the designer in team shadhavar. Today I will be talking about the level design we went with in our game.
Based on the concept document we had chosen the game needed to be restricted to one screen. I personally felt that having a level simply be based on what enemies would spawn was too little level design, therefore I opted for some kind of obstacles to be present. The obstacles purpose would be so that the player […]

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Program: Game Design

HUD

This artifact was done during the previous week of production, but I want to write a bit about it. The task I did was implementinting a HUD in our game. What I have implemented so far is a health indicator, in a traditional style with hearts representing health, and an indicator for the teleport charge/cooldown and whether the power-up is active. Below we can see the two HUD elements in action.

As we can see the hearts get dimmed when the […]

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Program: Programming

HUD

This artifact was done during the previous week of production, but I want to write a bit about it. The task I did was implementinting a HUD in our game. What I have implemented so far is a health indicator, in a traditional style with hearts representing health, and an indicator for the teleport charge/cooldown and whether the power-up is active. Below we can see the two HUD elements in action.

As we can see the hearts get dimmed when the […]

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Program: Programming

Blog 3: A place called home

Hello.
The feature for this week’s blog is “home”. In the last blog post I had mentioned about working on the player character’s avatar and its movement animation for the game Echo. We modified the original design document to add some more assets to the game so that we can better achieve the aesthetic goals out team had set for the game. One such asset we decided to add was a home for the moth family. We decided that that’s where […]

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Program: Graphics

Blog 3: A place called home

Hello.
The feature for this week’s blog is “home”. In the last blog post I had mentioned about working on the player character’s avatar and its movement animation for the game Echo. We modified the original design document to add some more assets to the game so that we can better achieve the aesthetic goals out team had set for the game. One such asset we decided to add was a home for the moth family. We decided that that’s where […]

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Program: Graphics

Rhythm, Beat, Attack.

” Give yourself to the rhythm” – Lucio, Overwatch.
Yes, this week will be all about rhythm, beat, and… attacking?
Why indeed, this week we’ll focus, again, on the enemy object, its attack and the importance of math in videogame making. It’s important to note that unlike previous weeks this week was quite packed with scheduled courses. Specially math from 9-16 (9AM – 4PM) which took quite a bit of worktime as well as mental capacity. And thus, the process was slowed […]

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Program: Programming

Rhythm, Beat, Attack.

” Give yourself to the rhythm” – Lucio, Overwatch.
Yes, this week will be all about rhythm, beat, and… attacking?
Why indeed, this week we’ll focus, again, on the enemy object, its attack and the importance of math in videogame making. It’s important to note that unlike previous weeks this week was quite packed with scheduled courses. Specially math from 9-16 (9AM – 4PM) which took quite a bit of worktime as well as mental capacity. And thus, the process was slowed […]

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Program: Programming

Animating attacking enemies

This week I have started animating the enemies that I designed and wrote about last week. My current goal is to finish rough animations for all the movements of the three enemies by the end of the week, and up till now my focus has been the attacking actions for them. For this post I will be focusing on the ghost teacher enemy, as I think it showcases the ideas that I have been working with the best.
 I wanted the enemy animations […]

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Program: Graphics

Animating attacking enemies

This week I have started animating the enemies that I designed and wrote about last week. My current goal is to finish rough animations for all the movements of the three enemies by the end of the week, and up till now my focus has been the attacking actions for them. For this post I will be focusing on the ghost teacher enemy, as I think it showcases the ideas that I have been working with the best.
 I wanted the enemy animations […]

/ Comments Off on Animating attacking enemies
Program: Graphics