Monthly Archives: March 2017

5sd064 Designing Map Layout

Hello, Thomas Härdin, Lead Game Design of group Fenrir here.
Today i will be covering something that i have wanted to work on for some time but was unable to due to the status of the game earlier. Namely map layout.
So what do i mean by map layout? Well essentially it is the structure of everything you can move on and interact with in our game, mainly focused on the rooms that the main character spy is moving around in and […]

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Program: Game Design

5sd064 Designing Map Layout

Hello, Thomas Härdin, Lead Game Design of group Fenrir here.
Today i will be covering something that i have wanted to work on for some time but was unable to due to the status of the game earlier. Namely map layout.
So what do i mean by map layout? Well essentially it is the structure of everything you can move on and interact with in our game, mainly focused on the rooms that the main character spy is moving around in and […]

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Program: Game Design

Creating an Accessible User Interface

Author: Hanna Hagenmalm
Team: Leviathan
Concept: Draxl’s Journey
The past two weeks I have spent designing the user interface (UI) for the game.
A cluttered, dense user interface can be difficult to navigate. For new gamers, who might not be accustomed to interpreting the information presented by a game, and for people with some form of visual impairment, it might become overwhelming; a barrier to actually playing the game.
Given that the game I am working on is aimed at non-players and casual players, as […]

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Program: Graphics

Creating an Accessible User Interface

Author: Hanna Hagenmalm
Team: Leviathan
Concept: Draxl’s Journey
The past two weeks I have spent designing the user interface (UI) for the game.
A cluttered, dense user interface can be difficult to navigate. For new gamers, who might not be accustomed to interpreting the information presented by a game, and for people with some form of visual impairment, it might become overwhelming; a barrier to actually playing the game.
Given that the game I am working on is aimed at non-players and casual players, as […]

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Program: Graphics

Game Design 2 – Sound design of the Music of the game : The logic behing it (Team Leviathan)

Author : Arnaud Mimoun
 For this week’s blog I’ll talk about the struggles I had to work on the music of our game.
For this major asset I made a total of 3 loops, each one’s preceded with a segment off music to create transition between each loops that compose the music of our game :
 

Here is the original music from which comes the loops and segment of music.

   I as Producer, Project Manager and Sound Designer of our game […]

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Game Design 2 – Sound design of the Music of the game : The logic behing it (Team Leviathan)

Author : Arnaud Mimoun
 For this week’s blog I’ll talk about the struggles I had to work on the music of our game.
For this major asset I made a total of 3 loops, each one’s preceded with a segment off music to create transition between each loops that compose the music of our game :
 

Here is the original music from which comes the loops and segment of music.

   I as Producer, Project Manager and Sound Designer of our game […]

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So many blogs, so little time

Hey friends!
Im sorry that this place is quite because now I am working on a new project called Penny’s Farm and responsible for updating blogs and other  social media. If you want to check it out it’s Pennys farm.wordpress here and @pennysfarmgame on twitter and @pennys_farm_game on Instagram. Check us out
On another note I am graduating soon and not sure what the future will look like. At least I will be a member of the team organizing Nordic Game […]

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Program: Graphics

So many blogs, so little time

Hey friends!
Im sorry that this place is quite because now I am working on a new project called Penny’s Farm and responsible for updating blogs and other  social media. If you want to check it out it’s Pennys farm.wordpress here and @pennysfarmgame on twitter and @pennys_farm_game on Instagram. Check us out
On another note I am graduating soon and not sure what the future will look like. At least I will be a member of the team organizing Nordic Game […]

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Program: Graphics

Game Production Diary 4

This was the last week before our beta demonstration. We finally got together all our assets into one large pile to get them into a comprehensive experience. I finally got some time with everything we have. And the construction of the level turned out to be an interesting thing to do (I never doubted that it will be).

I had only a general idea of how to structure our level. The task we have allows us to create games with only […]

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Program: Game Design

Game Production Diary 4

This was the last week before our beta demonstration. We finally got together all our assets into one large pile to get them into a comprehensive experience. I finally got some time with everything we have. And the construction of the level turned out to be an interesting thing to do (I never doubted that it will be).

I had only a general idea of how to structure our level. The task we have allows us to create games with only […]

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Program: Game Design

Shot, shot, shots.

Heyo, here we are again for a new post on my blog. Today I’m going to talk projectiles and their animations. So buckle up your seat belt and let’s jump in into panda’s analytical brain again.
Anyway for today I’m going to talk about projectiles. At first I thought since our protagonists are insects, that they would spit fluids at their enemies and that their fluids would be on the other side of the spectrum to bring contrast. Per example if […]

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Program: Graphics

Shot, shot, shots.

Heyo, here we are again for a new post on my blog. Today I’m going to talk projectiles and their animations. So buckle up your seat belt and let’s jump in into panda’s analytical brain again.
Anyway for today I’m going to talk about projectiles. At first I thought since our protagonists are insects, that they would spit fluids at their enemies and that their fluids would be on the other side of the spectrum to bring contrast. Per example if […]

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Program: Graphics

The Boss Core

With little time to spare we forged on this week in order to complete the game’s features and have them working to fulfill beta. We identified the missing parts as sprites, sounds, background and the final boss. Since powerups and changes to shooting has been made from the beginning of the project, the boss has been on the backburner for a long time. Now that we have them where we want them, it’s was well overdue to complete the design […]

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Program: Game Design

The Boss Core

With little time to spare we forged on this week in order to complete the game’s features and have them working to fulfill beta. We identified the missing parts as sprites, sounds, background and the final boss. Since powerups and changes to shooting has been made from the beginning of the project, the boss has been on the backburner for a long time. Now that we have them where we want them, it’s was well overdue to complete the design […]

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Program: Game Design

Camera Movement

This week I’ve been working on our game’s camera. It’s heavily inspired on the camera behaviors of games like Zelda or Metroidvania. It basically follows the player until it hits the boundary of a room where it then stops. If the player enters another room from there, the camera will transition over to the new room and then follow that room’s boundaries.
I created this because once more we in our group have decided to re-design a few things. As we […]

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Program: Programming

Camera Movement

This week I’ve been working on our game’s camera. It’s heavily inspired on the camera behaviors of games like Zelda or Metroidvania. It basically follows the player until it hits the boundary of a room where it then stops. If the player enters another room from there, the camera will transition over to the new room and then follow that room’s boundaries.
I created this because once more we in our group have decided to re-design a few things. As we […]

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Program: Programming

Level Design and wave patterns

Hello
 
So this week started with the playtest were we got some good feedback. We got a feeling on what´s good and what’s needs improvement. One of the points we got and agreed on was how the enemy waves spawned and the overall raise of difficulty in the game.  So this week I have tried to design good waves so the game have a good raise in tempo and difficulty.
The execution of this was easy since our programmer made it super […]

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Level Design and wave patterns

Hello
 
So this week started with the playtest were we got some good feedback. We got a feeling on what´s good and what’s needs improvement. One of the points we got and agreed on was how the enemy waves spawned and the overall raise of difficulty in the game.  So this week I have tried to design good waves so the game have a good raise in tempo and difficulty.
The execution of this was easy since our programmer made it super […]

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Even more animations

So, this week has been full of animations since that was the only thing that was left to implement before the beta.
Since we are using Anima 2D in unity it made it easy to move between the animations, if you need to change anything or make a new animation or pose then you can just move the bones and you have a new pose. But the problem with this is making a clip-doll that can be bent in this […]

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Program: Graphics

Even more animations

So, this week has been full of animations since that was the only thing that was left to implement before the beta.
Since we are using Anima 2D in unity it made it easy to move between the animations, if you need to change anything or make a new animation or pose then you can just move the bones and you have a new pose. But the problem with this is making a clip-doll that can be bent in this […]

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Program: Graphics

Ricochet Projectile

This week I worked on, among other things, a power up which, when activated, launches a projectile which ricochets off of the sceen boundary and all enemies. It damages all enemies it collides with and stops bouncing around after a set period of time.
The design thought behind the projectile is to add power ups that encourage skillful usage of them. When an enemy drops a powerup, it drops three which all go in separate directions.
(The image above shows the three […]

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Program: Programming

Ricochet Projectile

This week I worked on, among other things, a power up which, when activated, launches a projectile which ricochets off of the sceen boundary and all enemies. It damages all enemies it collides with and stops bouncing around after a set period of time.
The design thought behind the projectile is to add power ups that encourage skillful usage of them. When an enemy drops a powerup, it drops three which all go in separate directions.
(The image above shows the three […]

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Program: Programming

Adding new sounds – Week 4

Hello and welcome to my blog.
This Monday we had the beta playtesting where we had to show our improved game since the last playtesting. The feedback was a lot better than the last one due to the fact that, people actually gave us a feedback on the things we already had implemented into the game, instead of writing what they would like to see.
I was pleased to see that we got a really positive feedback regarding the sounds in the […]

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Program: Programming

Adding new sounds – Week 4

Hello and welcome to my blog.
This Monday we had the beta playtesting where we had to show our improved game since the last playtesting. The feedback was a lot better than the last one due to the fact that, people actually gave us a feedback on the things we already had implemented into the game, instead of writing what they would like to see.
I was pleased to see that we got a really positive feedback regarding the sounds in the […]

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Program: Programming