Yearly Archives: 2017
Title-screen Background
This week I have worked primarily on the Title Screen background for our thus-far nameless game based on the “Echo” Concept Document.
It is a relatively detailed picture, so it took quite a lot of time to make. I wanted it to invoke a sense of mystery, darkness and untouched nature.
I tried to create multiple layers of foreground and background so as to make the image seem as three-dimensional as possible, by, for example, having branches cross each other and drawing […]
Title-screen Background
This week I have worked primarily on the Title Screen background for our thus-far nameless game based on the “Echo” Concept Document.
It is a relatively detailed picture, so it took quite a lot of time to make. I wanted it to invoke a sense of mystery, darkness and untouched nature.
I tried to create multiple layers of foreground and background so as to make the image seem as three-dimensional as possible, by, for example, having branches cross each other and drawing […]

A Knight in the Night
Hi!
Its time again for another blog post and this time I’m going to talk about yet another character creation. The time has come for the knight in not so shining armor to pick up his shield and sword and join the hunt for the witch.
The knight is a slow moving enemy with a shield that blocks attacks from the front. In comparison to the farmer enemy he cannot throw projectiles. Instead, he performs a sweeping attack in an arc in […]

A Knight in the Night
Hi!
Its time again for another blog post and this time I’m going to talk about yet another character creation. The time has come for the knight in not so shining armor to pick up his shield and sword and join the hunt for the witch.
The knight is a slow moving enemy with a shield that blocks attacks from the front. In comparison to the farmer enemy he cannot throw projectiles. Instead, he performs a sweeping attack in an arc in […]

The Complete Flow of Spirits of The Shogun
Hey guys!
A lot has been done this week. After a couple of weekly design meetings we concluded how the game flow of Spirits of The Shogun works like, and it was up to me to program the game to have the decided flow.
In Spirits of The Shogun, you begin progressing through the endless level by walking to the right. You can’t walk back from where you came from. It’s like the level progression in older Mario games.
When you have reached a […]

The Complete Flow of Spirits of The Shogun
Hey guys!
A lot has been done this week. After a couple of weekly design meetings we concluded how the game flow of Spirits of The Shogun works like, and it was up to me to program the game to have the decided flow.
In Spirits of The Shogun, you begin progressing through the endless level by walking to the right. You can’t walk back from where you came from. It’s like the level progression in older Mario games.
When you have reached a […]

23/2 review
During this last sprint i haven’t done much in way of what i usually do for the team, rather, i have been engaged in the act of buying my relevance within the team. Nothing like money changing hands to grease the wheels. In all seriousness though, i did purchase a license for the unity extension ferr2d that is used to create terrain based on a single set of textures that the program loops and skews rather proficiently in order to […]

23/2 review
During this last sprint i haven’t done much in way of what i usually do for the team, rather, i have been engaged in the act of buying my relevance within the team. Nothing like money changing hands to grease the wheels. In all seriousness though, i did purchase a license for the unity extension ferr2d that is used to create terrain based on a single set of textures that the program loops and skews rather proficiently in order to […]

Enemies’ Effect
The previous weeks’ posts were about the teleport mechanic in “Burn Witch, Burn!”. This week I’d like to go through the dynamics associated with it.
The game’s world space is quite limited for a bullet hell. Combined with the floaty controls, from hovering over the ground on a broom, the player is very susceptible to taking damage. The teleport provides the player with a means to escape otherwise difficult predicaments.
In the early stages of prototyping, the enemies were only programmed to […]

Enemies’ Effect
The previous weeks’ posts were about the teleport mechanic in “Burn Witch, Burn!”. This week I’d like to go through the dynamics associated with it.
The game’s world space is quite limited for a bullet hell. Combined with the floaty controls, from hovering over the ground on a broom, the player is very susceptible to taking damage. The teleport provides the player with a means to escape otherwise difficult predicaments.
In the early stages of prototyping, the enemies were only programmed to […]

Vines
This time I have been working with vines. For our game we needed something to block off areas until the player has solved some kind of puzzle or found the right item. Since our environment is a cave we thougth vines would be a suitable obstacle, being something one could find in a cave and different enough from the rest of the environment to be clearly discernible, as opposed to e.g. a slab of rock which is also a perfect […]

Vines
This time I have been working with vines. For our game we needed something to block off areas until the player has solved some kind of puzzle or found the right item. Since our environment is a cave we thougth vines would be a suitable obstacle, being something one could find in a cave and different enough from the rest of the environment to be clearly discernible, as opposed to e.g. a slab of rock which is also a perfect […]

Animation of enemies
This week, I am going to introduce you to two of the three enemies in Selfish, a ranged enemy and a melee enemy. I will also describe how and why I did it and my thoughts about it. Every animation I create is with the frame by frame method in Photoshop, which means; I recreate and draw every frame in the animation by hand, at least some parts of the picture.
This is what I mean when I meantion frame by […]

Animation of enemies
This week, I am going to introduce you to two of the three enemies in Selfish, a ranged enemy and a melee enemy. I will also describe how and why I did it and my thoughts about it. Every animation I create is with the frame by frame method in Photoshop, which means; I recreate and draw every frame in the animation by hand, at least some parts of the picture.
This is what I mean when I meantion frame by […]

Blog 3
This week I have been working on yet another enemy, but this time it was a bit different from last time. This time, I did not do the concept myself, and now I am going to talk about how that worked out for me.
At first we were two graphic artists in my group. Unfortunatley our number got a bit shortened when one of us left, and now I am here with the rest of our work. I really do hope […]

Blog 3
This week I have been working on yet another enemy, but this time it was a bit different from last time. This time, I did not do the concept myself, and now I am going to talk about how that worked out for me.
At first we were two graphic artists in my group. Unfortunatley our number got a bit shortened when one of us left, and now I am here with the rest of our work. I really do hope […]
Plans for the Beta
Preliminary Assets and Artifacts for the boss fight
Sup,
Now that the presentation of the Alpha was out of the way it was time to prepare for the Beta.
It is of utmost importance that we have all our features done by the end of next week because that is when the feature freeze occurs.
So when returning to working with the Beta we took a look at the Product Backlog which should show everything we want to include into our game. The problem […]
Plans for the Beta
Preliminary Assets and Artifacts for the boss fight
Sup,
Now that the presentation of the Alpha was out of the way it was time to prepare for the Beta.
It is of utmost importance that we have all our features done by the end of next week because that is when the feature freeze occurs.
So when returning to working with the Beta we took a look at the Product Backlog which should show everything we want to include into our game. The problem […]

Blog Post 2/23/17 Projectiles and animations
Hello again. Its another week in the development of our game and time for another update about what I have been working on and how I have progressed through it. This week I mainly spent time working on projectiles for the different enemies and player ships.
When it came to the development on a Heavy Enemy, it was shot back and forth whether we wanted one or not. We started under the idea that we did want one. However, as we […]

Blog Post 2/23/17 Projectiles and animations
Hello again. Its another week in the development of our game and time for another update about what I have been working on and how I have progressed through it. This week I mainly spent time working on projectiles for the different enemies and player ships.
When it came to the development on a Heavy Enemy, it was shot back and forth whether we wanted one or not. We started under the idea that we did want one. However, as we […]
Blog Post #3
What have I done?
This week has been a bit less productive than the previous ones. I’ve been pretty busy with complementing my old incomplete courses so have put more effort on that.
Summarization of what I’ve done this week:
Enemy/player hit feedback
Started on boss mechanics
Player UI
How and why did I do that? (Described in the same order as in the list above)
We got some feedback from the alpha presentation regarding the feedback of things getting hit since apparently (and obviously) the bullets just […]
Blog Post #3
What have I done?
This week has been a bit less productive than the previous ones. I’ve been pretty busy with complementing my old incomplete courses so have put more effort on that.
Summarization of what I’ve done this week:
Enemy/player hit feedback
Started on boss mechanics
Player UI
How and why did I do that? (Described in the same order as in the list above)
We got some feedback from the alpha presentation regarding the feedback of things getting hit since apparently (and obviously) the bullets just […]

UI Wave Counter and Pause Menu (Coding) – Week 3
One of the things on my plate for a while now, was the UI for displaying the number of waves in our game. While i had been trying to make it into a separate script (and getting other necessary variables from other scripts) i would always find a few errors that i could not get passed. Those errors would usually be that i could not make an integer become a string variable. While this is probably something that i need […]

UI Wave Counter and Pause Menu (Coding) – Week 3
One of the things on my plate for a while now, was the UI for displaying the number of waves in our game. While i had been trying to make it into a separate script (and getting other necessary variables from other scripts) i would always find a few errors that i could not get passed. Those errors would usually be that i could not make an integer become a string variable. While this is probably something that i need […]