Yearly Archives: 2017

Game Development Update #3

Welcome back my beloved followers in search of entertainment and knowledge!
It’s been one exciting week as we move closer and closer to the actual finished product.
Get to it Teddy! Tell us what you’ve been fiddling with this week.
Take a chill pill, relax and enjoy. This week the team was faced with a lot of different challenges. Most of them consisted of assets in need of polish. A lot of work has also been done in order to add remaining assets previously […]

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Program: Game Design

Game Development Update #3

Welcome back my beloved followers in search of entertainment and knowledge!
It’s been one exciting week as we move closer and closer to the actual finished product.
Get to it Teddy! Tell us what you’ve been fiddling with this week.
Take a chill pill, relax and enjoy. This week the team was faced with a lot of different challenges. Most of them consisted of assets in need of polish. A lot of work has also been done in order to add remaining assets previously […]

/ Comments Off on Game Development Update #3
Program: Game Design

Week 3 – Making a splash screen

This week I’ve been working on a splash screen for our game called Selfish. We had received feedback for our game that it was hard to tell why the main character fish was shooting the other fish in the tank. So, our designer came up with the idea that we could have a splash screen with a sign that briefly tells the story. A splash screen is usually a screen at the start of a game that tells you what company […]

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Program: Graphics

Week 3 – Making a splash screen

This week I’ve been working on a splash screen for our game called Selfish. We had received feedback for our game that it was hard to tell why the main character fish was shooting the other fish in the tank. So, our designer came up with the idea that we could have a splash screen with a sign that briefly tells the story. A splash screen is usually a screen at the start of a game that tells you what company […]

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Program: Graphics

The current level design and how we introduce the narrative

This week I’ve mostly focused on level design, which hasn’t been implemented in the game yet in any form so I will mostly discuss the current level design. Several weeks ago we settled on a basic wave system that increased the spawn rate of the enemies in the level. I wanted to do this because even though it wasn’t anything permanent or perfect, I felt that it was important for the player to get used to shooting and moving around […]

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Program: Game Design

The current level design and how we introduce the narrative

This week I’ve mostly focused on level design, which hasn’t been implemented in the game yet in any form so I will mostly discuss the current level design. Several weeks ago we settled on a basic wave system that increased the spawn rate of the enemies in the level. I wanted to do this because even though it wasn’t anything permanent or perfect, I felt that it was important for the player to get used to shooting and moving around […]

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Program: Game Design

Game Design 2 – Sound design of the player taking damage (Team Leviathan)

Author : Arnaud Mimoun
   For this week’s blog I’ll talk about the sound design I worked on concerning the sound that the player’s avatar make when they get hit by a projectile and take damage.
For this asset I made a total of 3 sounds :

Here is the first sound

Here is the second sound

Here is the third sound

 I as Producer, Project Manager and Sound Designer of our game was charged to build the sounds of our game. Just like […]

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Game Design 2 – Sound design of the player taking damage (Team Leviathan)

Author : Arnaud Mimoun
   For this week’s blog I’ll talk about the sound design I worked on concerning the sound that the player’s avatar make when they get hit by a projectile and take damage.
For this asset I made a total of 3 sounds :

Here is the first sound

Here is the second sound

Here is the third sound

 I as Producer, Project Manager and Sound Designer of our game was charged to build the sounds of our game. Just like […]

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Presenting Your Game

Hello. In this post I will talk about presenting your game, in this case for the Alpha milestone, in a way that connects with your game in terms of  visuals and mechanics. If you would like to learn more about this project you can check my previous blog posts “An Easier Sprint Overview” where I talk about changes to a template that we received from our teacher when first introduced to a project methodology called Scrum and “Designing […]

February 23, 2017 / Comments Off on Presenting Your Game

Presenting Your Game

Hello. In this post I will talk about presenting your game, in this case for the Alpha milestone, in a way that connects with your game in terms of  visuals and mechanics. If you would like to learn more about this project you can check my previous blog posts “An Easier Sprint Overview” where I talk about changes to a template that we received from our teacher when first introduced to a project methodology called Scrum and “Designing […]

February 23, 2017 / Comments Off on Presenting Your Game

The Seven Deadly Sins

Last week I struggled with design decisions made about the enemies and how I would execute them. Even though I still have my doubts about it, this week provided me with some new insights and inspirations on how to approach the enemy design.
 
Click to view slideshow.
I started this week with doing more research about the seven deadly sins. Despite my earlier protest, the enemies being the seven deadly sins was not going to change. I was lost about how […]

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Program: Graphics

The Seven Deadly Sins

Last week I struggled with design decisions made about the enemies and how I would execute them. Even though I still have my doubts about it, this week provided me with some new insights and inspirations on how to approach the enemy design.
 
Click to view slideshow.
I started this week with doing more research about the seven deadly sins. Despite my earlier protest, the enemies being the seven deadly sins was not going to change. I was lost about how […]

/ Comments Off on The Seven Deadly Sins
Program: Graphics

Leaves Until You Leave

During this week I was in charge of making leaves that would be used as assets for the different levels within the game me and Team Kraken are working on. While the concept of leaves itself can seem like a bland and easy subject at first, there is a lot more that goes on behind each detail of how a leaf is designed. The first point being what kind of leaf it is going to be. When deciding on what […]

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Program: Graphics

Leaves Until You Leave

During this week I was in charge of making leaves that would be used as assets for the different levels within the game me and Team Kraken are working on. While the concept of leaves itself can seem like a bland and easy subject at first, there is a lot more that goes on behind each detail of how a leaf is designed. The first point being what kind of leaf it is going to be. When deciding on what […]

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Program: Graphics

Designing an interesting HUD

The HUD (Heads-Up-Display) is an important element of any game. It serves to relay information, not seen inside the game world, to the player as a visble element inbetween the two. They come in various forms depending on what it is the HUD needs to display. I had already established what the parade bar is supposed to look like from before. However, I wasn’t how it looked in the first iteration. It was too stiff, the colours had no harmony […]

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Program: Graphics

Designing an interesting HUD

The HUD (Heads-Up-Display) is an important element of any game. It serves to relay information, not seen inside the game world, to the player as a visble element inbetween the two. They come in various forms depending on what it is the HUD needs to display. I had already established what the parade bar is supposed to look like from before. However, I wasn’t how it looked in the first iteration. It was too stiff, the colours had no harmony […]

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Program: Graphics

Redesigning the Power-ups

This week my team and I decided to cut some planned features, so that we instead can focus on improving the ones we have. One of the features we cut was boss battles, since they take a lot of time to “get right”. This feature cut freed up a lot of time so we thought of swapping the power-up system we had for one that was a bit more nuanced. That system is what I will be discussing below.
During one of […]

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Program: Game Design

Redesigning the Power-ups

This week my team and I decided to cut some planned features, so that we instead can focus on improving the ones we have. One of the features we cut was boss battles, since they take a lot of time to “get right”. This feature cut freed up a lot of time so we thought of swapping the power-up system we had for one that was a bit more nuanced. That system is what I will be discussing below.
During one of […]

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Program: Game Design

The matter of life

Hi, this is my third blog post, in which I’ll be talking about in-game feedback, more specifically, the collision feedback when the player gets hit by an entity that harms the player.
One of the reasons that made me work on this for the beta was all the feedback from everyone that play-tested the game during the alpha playtesting. The playtesters pointed out that there was no way to tell if they were getting hit by something, the health decreased but […]

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Program: Programming

The matter of life

Hi, this is my third blog post, in which I’ll be talking about in-game feedback, more specifically, the collision feedback when the player gets hit by an entity that harms the player.
One of the reasons that made me work on this for the beta was all the feedback from everyone that play-tested the game during the alpha playtesting. The playtesters pointed out that there was no way to tell if they were getting hit by something, the health decreased but […]

/ Comments Off on The matter of life
Program: Programming

Blog 23-02-2017 Daniel Ahlberg Game Design 2

 
What type of enemies encounters are we going to have in our game?
 
In our new concept in our game we are going to have seven different enemies in the game represented by the seven deadly sins. That’s a lot of enemies and in hindsight, and all of the enemies must have some type of value to them, they can’t be just random.
 
So as the designer i decided that the enemies are going to be divided into three different categories. […]

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Program: Game Design

Blog 23-02-2017 Daniel Ahlberg Game Design 2

 
What type of enemies encounters are we going to have in our game?
 
In our new concept in our game we are going to have seven different enemies in the game represented by the seven deadly sins. That’s a lot of enemies and in hindsight, and all of the enemies must have some type of value to them, they can’t be just random.
 
So as the designer i decided that the enemies are going to be divided into three different categories. […]

/ Comments Off on Blog 23-02-2017 Daniel Ahlberg Game Design 2
Program: Game Design

Tweaking sounds – Week 3

As usual, I will start with a photo that shows some new/improved aspects of the game. 
Things have changed a lot since the last week. Now, the sonar has a mesh effect (Cheers Jacob) and the moth gets to a horizontal position, when the player shoots the sonar. This mesh effect is really important due to fact that, now, the sonar does not reveal everything when shot. Enemies, death traps or other things could be hidden behind the walls, who knows?
However, this […]

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Program: Programming

Tweaking sounds – Week 3

As usual, I will start with a photo that shows some new/improved aspects of the game. 
Things have changed a lot since the last week. Now, the sonar has a mesh effect (Cheers Jacob) and the moth gets to a horizontal position, when the player shoots the sonar. This mesh effect is really important due to fact that, now, the sonar does not reveal everything when shot. Enemies, death traps or other things could be hidden behind the walls, who knows?
However, this […]

/ Comments Off on Tweaking sounds – Week 3
Program: Programming