Yearly Archives: 2017

Mightier than the sword……fish

In the game “Selfish” we have two overall enemy types for Stephen to battle.  One being a ranged type of enemy and another being a melee type.  One of the melee enemy fishies is a sword fish.  This fish little beasty was created by Evelina Paulsson for our game.  It was my task to create a swimming animation for it.
As this was a concept sketch, it required a little more refinement before I could animate it.  I sharpened the lines […]

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Program: Graphics

Mightier than the sword……fish

In the game “Selfish” we have two overall enemy types for Stephen to battle.  One being a ranged type of enemy and another being a melee type.  One of the melee enemy fishies is a sword fish.  This fish little beasty was created by Evelina Paulsson for our game.  It was my task to create a swimming animation for it.
As this was a concept sketch, it required a little more refinement before I could animate it.  I sharpened the lines […]

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Program: Graphics

Game Design 2 – Bounce Mechanic

My experience while working on a bounce mechanic for our game made with Unity.

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Program: Programming

Game Design 2 – Bounce Mechanic

My experience while working on a bounce mechanic for our game made with Unity.

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Program: Programming

Figuring out Bullet Patterns

During the past week I was assigned with making a couple of “bullet patterns”. By bullet pattern I mean the way the bullet acts when fired by an entity within the game world. So Essentially it is the act of how the entity shoots and how the bullet moves when shot. The purpose for this was to have as little code as possible, and making it easy for our designer to give each enemy a unique shooting pattern.
I quickly came […]

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Program: Programming

Figuring out Bullet Patterns

During the past week I was assigned with making a couple of “bullet patterns”. By bullet pattern I mean the way the bullet acts when fired by an entity within the game world. So Essentially it is the act of how the entity shoots and how the bullet moves when shot. The purpose for this was to have as little code as possible, and making it easy for our designer to give each enemy a unique shooting pattern.
I quickly came […]

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Program: Programming

5SD064 Implemented a spawn manager

ImageText: Showing some “temporary” enemies, spawned with the spawnmanager within certain boundaries.
The previous week, my sprint partly consisted of developing an enemy as well as an enemy manager which would have the ability to spawn a certain type of enemy depending on certain factors. 
What?
The spawn manager was supposed to give the designer an ability to spawn whatever object that he wanted, depending on time as well as randomness at different positions, such as within two positions on the x axis […]

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Program: Programming

5SD064 Implemented a spawn manager

ImageText: Showing some “temporary” enemies, spawned with the spawnmanager within certain boundaries.
The previous week, my sprint partly consisted of developing an enemy as well as an enemy manager which would have the ability to spawn a certain type of enemy depending on certain factors. 
What?
The spawn manager was supposed to give the designer an ability to spawn whatever object that he wanted, depending on time as well as randomness at different positions, such as within two positions on the x axis […]

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Program: Programming

Dagger Update

Its been a while since my last post so I wanted to make a quick update on the dagger I started working on before Christmas. I chose to continue with the s-shaped dagger and based on the feedback I redesigned it by combining elements of the concepts I made and tried to tie the elements together better. For instance actually making the top “points” holding the vial into the teeth of the skull instead of having both.
February 05, 2017 / Comments Off on Dagger Update

Program: Graphics

Dagger Update

Its been a while since my last post so I wanted to make a quick update on the dagger I started working on before Christmas. I chose to continue with the s-shaped dagger and based on the feedback I redesigned it by combining elements of the concepts I made and tried to tie the elements together better. For instance actually making the top “points” holding the vial into the teeth of the skull instead of having both.
February 05, 2017 / Comments Off on Dagger Update

Program: Graphics