Yearly Archives: 2017

Preparing to Play

On Monday the 27th if February, 2017, we are provided a second chance for other game design students to try our game and give feedback. The last play-testing session was not prepared accordingly and this time I wish to improve. We did however gather a lot of valuable and constructive feedback which the group tried to remedy. I wish to gather data from the play-testing on how we succeeded in that and on possible new flaws.
The first thing that was […]

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Preparing to Play

On Monday the 27th if February, 2017, we are provided a second chance for other game design students to try our game and give feedback. The last play-testing session was not prepared accordingly and this time I wish to improve. We did however gather a lot of valuable and constructive feedback which the group tried to remedy. I wish to gather data from the play-testing on how we succeeded in that and on possible new flaws.
The first thing that was […]

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More enemies

As we move into production the focus turns to producing a bunch of fish. This week I implemented the behavior for these baddies:
Cute couple. (The head on the top is the male).
A sleep deprived moray eel. Finalized art.
Anglerfish
We wanted the anglerfish to feel creepy. When she notices the player (or another fish) she will stalk them by keeping herself within a set distance.
The concept for the stalking behavior.
She doesn’t actively try to attack the player, just stays in close proximity. […]

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Program: Programming

More enemies

As we move into production the focus turns to producing a bunch of fish. This week I implemented the behavior for these baddies:
Cute couple. (The head on the top is the male).
A sleep deprived moray eel. Finalized art.
Anglerfish
We wanted the anglerfish to feel creepy. When she notices the player (or another fish) she will stalk them by keeping herself within a set distance.
The concept for the stalking behavior.
She doesn’t actively try to attack the player, just stays in close proximity. […]

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Program: Programming

Animations, animations, animations…Pipeline!

This week in the fishbowl
This week me and the other graphical artist has been focusing on making and implementing additional animations in our fish massacre screenshake fest.
Unlike my earlier post I’ll showcase the pipeline from sketch to inside Unity!
Its pouty lips and orange color gives it a unique sillhuette and appearance from the other enemies in the game, and this is one to be wary of since the blowfish explodes in a mirrage of spikes and death(spikes later to be […]

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Program: Graphics

Animations, animations, animations…Pipeline!

This week in the fishbowl
This week me and the other graphical artist has been focusing on making and implementing additional animations in our fish massacre screenshake fest.
Unlike my earlier post I’ll showcase the pipeline from sketch to inside Unity!
Its pouty lips and orange color gives it a unique sillhuette and appearance from the other enemies in the game, and this is one to be wary of since the blowfish explodes in a mirrage of spikes and death(spikes later to be […]

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Program: Graphics

Game Production Diary 3

For more information on my game, please visit my first diary post, where I describe in more details the game we are working on.
For this week’s blog post I would like to discuss the incorporation of the same visual element in different places to intensify the aesthetic side of the game.
So, according to the narrative that we try to create, energy is everything in our game world. All living creatures consist of the same energy: the trees, the avatar, the […]

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Program: Game Design

Game Production Diary 3

For more information on my game, please visit my first diary post, where I describe in more details the game we are working on.
For this week’s blog post I would like to discuss the incorporation of the same visual element in different places to intensify the aesthetic side of the game.
So, according to the narrative that we try to create, energy is everything in our game world. All living creatures consist of the same energy: the trees, the avatar, the […]

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Program: Game Design

Spawning enemies every once in a while

This weeks asset is a script used to spawn enemies in different waves. This script was written in order to allow a continuous stream of enemies to reach the player, whilst also allowing for different combinations of challenges throughout the game.
The way the script is currently set up allows the user to create a set amount of waves, with each wave containing their own variables.
The variables that each wave hold are as follow:

What enemies that should be allowed to spawn […]

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Program: Programming

Spawning enemies every once in a while

This weeks asset is a script used to spawn enemies in different waves. This script was written in order to allow a continuous stream of enemies to reach the player, whilst also allowing for different combinations of challenges throughout the game.
The way the script is currently set up allows the user to create a set amount of waves, with each wave containing their own variables.
The variables that each wave hold are as follow:

What enemies that should be allowed to spawn […]

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Program: Programming

Designing enemies for Selfish

One of the tasks that I have been doing is designing the enemies for our game.
It was kind of a joint process with making the main character. I started with sketching a lot of different fishes and asked the group for what they were looking for, which sketches they liked the most and what about it that they liked. These are the sketches that were later deemed too bland for the main character, but we got a bunch of aspects […]

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Program: Graphics

Designing enemies for Selfish

One of the tasks that I have been doing is designing the enemies for our game.
It was kind of a joint process with making the main character. I started with sketching a lot of different fishes and asked the group for what they were looking for, which sketches they liked the most and what about it that they liked. These are the sketches that were later deemed too bland for the main character, but we got a bunch of aspects […]

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Program: Graphics

I believe an introduction is in order…

 
Intro
Hello again!
This post is probably going to be long, and will mostly focus on assembling stuff in unity and coding, although there is some graphics stuff and animating sprinkled in.
This week I’ve been working on the player’s introduction to the game, starting from redesigning the main menu,  making the tutorial, and then transitioning into normal gameplay.
For a while now, I’ve been wanting to have a small tutorial for the game that tells the player that they can use the right […]

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Program: Graphics

I believe an introduction is in order…

 
Intro
Hello again!
This post is probably going to be long, and will mostly focus on assembling stuff in unity and coding, although there is some graphics stuff and animating sprinkled in.
This week I’ve been working on the player’s introduction to the game, starting from redesigning the main menu,  making the tutorial, and then transitioning into normal gameplay.
For a while now, I’ve been wanting to have a small tutorial for the game that tells the player that they can use the right […]

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Program: Graphics

Week 3 – Second Enemy

For this week I’ll be talking about how I did the second enemy and how I got it to work like I wanted despite some initial problems.
The Functioning Enemy.
 
For our game we needed more enemies and I thought about an enemy that would constantly chase the player until it would kill us or get shot by us. To do this I had to read up on different functions that would be able to do it.
Since I knew that the […]

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Program: Programming

Week 3 – Second Enemy

For this week I’ll be talking about how I did the second enemy and how I got it to work like I wanted despite some initial problems.
The Functioning Enemy.
 
For our game we needed more enemies and I thought about an enemy that would constantly chase the player until it would kill us or get shot by us. To do this I had to read up on different functions that would be able to do it.
Since I knew that the […]

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Program: Programming

A tank for the job of a bike (AKA what not to do when coding)

This post is about a spawn algorithm for the light berries in the game. But, in this post, I will be focusing on the things I did wrong, things that should NOT be done. I will mention why I did it, why I shouldn’t have, and what I could have done.
What happened with this algorithm is similar to this: to do the job of a bike, I tried to build a tank. And to build a tank, I started by […]

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Program: Programming

A tank for the job of a bike (AKA what not to do when coding)

This post is about a spawn algorithm for the light berries in the game. But, in this post, I will be focusing on the things I did wrong, things that should NOT be done. I will mention why I did it, why I shouldn’t have, and what I could have done.
What happened with this algorithm is similar to this: to do the job of a bike, I tried to build a tank. And to build a tank, I started by […]

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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 […]

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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 […]

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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

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