Yearly Archives: 2017

Making a Light Plant

This week I started work on a new enemy, and a new mechanic for the game. This enemy is a flower that will sit on a wall and shoot projectiles that provide light, but are also dangerous to the player. The projectiles will also be used later in different puzzles that will interact with them in different ways, opening pathways or providing more light.
The plants themselves will also interact in different ways with other projectiles and the player, but these […]

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Program: Programming

Making a Light Plant

This week I started work on a new enemy, and a new mechanic for the game. This enemy is a flower that will sit on a wall and shoot projectiles that provide light, but are also dangerous to the player. The projectiles will also be used later in different puzzles that will interact with them in different ways, opening pathways or providing more light.
The plants themselves will also interact in different ways with other projectiles and the player, but these […]

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Program: Programming

5sd064 Thomas Härdin Designing Powerups

Thomas Härdin, lead design for Fenrir back again.
We are making progress with the game concept Bullet Hack. A lot of the core is finished, such as movement, shooting, win/lose conditions, etc. Today i will explain recent progress and future plans for powerups. Note that following is based in the mode that is the hacking gameplay.
Lets start at the first powerup. We had some early ideas as a group about different kinds of powerups, for example a multi shot projectile, sweeping […]

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Program: Game Design

5sd064 Thomas Härdin Designing Powerups

Thomas Härdin, lead design for Fenrir back again.
We are making progress with the game concept Bullet Hack. A lot of the core is finished, such as movement, shooting, win/lose conditions, etc. Today i will explain recent progress and future plans for powerups. Note that following is based in the mode that is the hacking gameplay.
Lets start at the first powerup. We had some early ideas as a group about different kinds of powerups, for example a multi shot projectile, sweeping […]

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Program: Game Design

Conference sessions so far


So far, we have a one-two punch of Chris Franklin and Doris Rusch: Chris will lay the foundation of a platform study, arguing that computational devices funnels us towards spatial simulation and conflict – partially explaining the early decades of simplistic violence in our video games.
Then Doris will follow up and show how we might resist this technological determinism, bringing metaphor and nuance into our digital systems.
There have a big-picture talk from the father […]

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Conference sessions so far


So far, we have a one-two punch of Chris Franklin and Doris Rusch: Chris will lay the foundation of a platform study, arguing that computational devices funnels us towards spatial simulation and conflict – partially explaining the early decades of simplistic violence in our video games.
Then Doris will follow up and show how we might resist this technological determinism, bringing metaphor and nuance into our digital systems.
There have a big-picture talk from the father […]

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Blog Number 2

Earlier in the week I went looking for sound online. I found a site with some license free music, however it gave individuals the option of purchasing tracks. I attempted to read the terms of use, as they had something about student use, but because I could not properly understand the text. I plan to go back to the Terms of Use on the page to see if they give students some sort of slack, however I doubt it. I […]

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Blog Number 2

Earlier in the week I went looking for sound online. I found a site with some license free music, however it gave individuals the option of purchasing tracks. I attempted to read the terms of use, as they had something about student use, but because I could not properly understand the text. I plan to go back to the Terms of Use on the page to see if they give students some sort of slack, however I doubt it. I […]

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Game Production Diary 2

This week all the groups presented their alpha builds. It was an exhausting experience to sit through around 20 presentations. But, thankfully, I didn’t leave that torture chamber without some insight about our own game.
in Game Design, you are always warned about how you will probably never get to build your own concept. But when a concept isn’t perfect, it allows you to pull at one loose string and unravel the whole thing into a lose pile of idea. You […]

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Program: Game Design

Game Production Diary 2

This week all the groups presented their alpha builds. It was an exhausting experience to sit through around 20 presentations. But, thankfully, I didn’t leave that torture chamber without some insight about our own game.
in Game Design, you are always warned about how you will probably never get to build your own concept. But when a concept isn’t perfect, it allows you to pull at one loose string and unravel the whole thing into a lose pile of idea. You […]

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Program: Game Design

Improving with scrum

I feel like I have more control over the scrum schedule and the whole product backlog and sprint plan now. I have learned how to use the program and how it works, how to think when writing things down. At the start when I created an example schedule only to show our scrum master it lacked alot of things. It contained maybe 10 tasks and I thought that was enough, as I had never seen a game scrum document before. […]

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Improving with scrum

I feel like I have more control over the scrum schedule and the whole product backlog and sprint plan now. I have learned how to use the program and how it works, how to think when writing things down. At the start when I created an example schedule only to show our scrum master it lacked alot of things. It contained maybe 10 tasks and I thought that was enough, as I had never seen a game scrum document before. […]

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Power overwhelming

This week we did some major playtesting and got some feedback on the game. Apparently the floaty movement was the feature the majority of people who played our game had a problem with. Some people got understandably annoyed at not being able to shoot in any direction. After this feedback it was clear that we needed to make some changes to the game. We still wanted to keep the floaty movement, since it really captured the way we felt that […]

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Program: Programming

Power overwhelming

This week we did some major playtesting and got some feedback on the game. Apparently the floaty movement was the feature the majority of people who played our game had a problem with. Some people got understandably annoyed at not being able to shoot in any direction. After this feedback it was clear that we needed to make some changes to the game. We still wanted to keep the floaty movement, since it really captured the way we felt that […]

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Program: Programming

Teleportation

This week we worked a lot on polishing the things we already had implemented for our alpha presentation. That means I have not really worked a lot on a singular artefact but tweaked and improved upon things that we had done.
During the playtest session that we had earlier during the week we got some feedback on the teleportation. In the version that everyone tested the teleport had almost no cooldown and could be spammed to avoid all obstacles which removed […]

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Program: Programming

Teleportation

This week we worked a lot on polishing the things we already had implemented for our alpha presentation. That means I have not really worked a lot on a singular artefact but tweaked and improved upon things that we had done.
During the playtest session that we had earlier during the week we got some feedback on the teleportation. In the version that everyone tested the teleport had almost no cooldown and could be spammed to avoid all obstacles which removed […]

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Program: Programming

Animations – The Farmer.

With the game design getting into full swing it was time to get into the core game play of the game. We’d previously received a concept that we’ve been studying over this last week and come up with our own ideas to suit our visions. A glorious road ahead of us filled with Knights, Assassins, Kings and FIRE! But… I had to start somewhere with the enemy animations right? There’s no better place to start than at the bottom, with the […]

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Program: Graphics

Animations – The Farmer.

With the game design getting into full swing it was time to get into the core game play of the game. We’d previously received a concept that we’ve been studying over this last week and come up with our own ideas to suit our visions. A glorious road ahead of us filled with Knights, Assassins, Kings and FIRE! But… I had to start somewhere with the enemy animations right? There’s no better place to start than at the bottom, with the […]

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Program: Graphics

Death, not that harsh right?

Talking about death is never fun in real life, but is often brought up in games as a thing to make the player not wanting to lose.That will say you must create a losing condition to make it more exciting. For a game to have a losing condition you need to … – Läs hela inlägget här

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Program: Programming

Death, not that harsh right?

Talking about death is never fun in real life, but is often brought up in games as a thing to make the player not wanting to lose.That will say you must create a losing condition to make it more exciting. For a game to have a losing condition you need to … – Läs hela inlägget här

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Program: Programming

Bubble Gun!

BlogPost #2
What
This week I have been working on the bubble gun that is a very important asset in our game. This bubble gun is represented as a pick-up that is spawn when an enemy dies. It is able to shoot poisoned bubbles to damage the enemies and follow the rotation of the mouse around the screen. Furthermore, it can shoot with a “cone” pattern in order to give more visual reality.
I actually started working on this bubble gun a week before. The goal […]

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Program: Programming

Bubble Gun!

BlogPost #2
What
This week I have been working on the bubble gun that is a very important asset in our game. This bubble gun is represented as a pick-up that is spawn when an enemy dies. It is able to shoot poisoned bubbles to damage the enemies and follow the rotation of the mouse around the screen. Furthermore, it can shoot with a “cone” pattern in order to give more visual reality.
I actually started working on this bubble gun a week before. The goal […]

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Program: Programming