Monthly Archives: March 2018

Blog #6 – First game project

This is the first time I’ve ever finished a game project, let alone any project of this magnitude. Working on this project for the last couple of months has had its ups and downs.

Our game is a top down shooter with the main character, Brad, running through a very long church aisle. He is chased by the bride throughout the whole level and if she reaches you, it is game over. The player can’t shoot the bride, the only way […]

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Program: Graphics

Blog #6 – First game project

This is the first time I’ve ever finished a game project, let alone any project of this magnitude. Working on this project for the last couple of months has had its ups and downs.

Our game is a top down shooter with the main character, Brad, running through a very long church aisle. He is chased by the bride throughout the whole level and if she reaches you, it is game over. The player can’t shoot the bride, the only way […]

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Program: Graphics

My Feedback for Post #6

This week I commented on Niklas Ericsson’s blog post, found here:  https://niklasericssonblog.wordpress.com/2018/03/14/sprint-8-postmortem/
My comment reads as follows:
Hello!
Your post is well written with very few grammatical errors, and it is clear what you are talking about. The first thing that springs to mind however, is the lack of images. As this final post deals with the end result of the game, I think it would have been nice to see some screenshots of the game and possibly some descriptions of […]

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My Feedback for Post #6

This week I commented on Niklas Ericsson’s blog post, found here:  https://niklasericssonblog.wordpress.com/2018/03/14/sprint-8-postmortem/
My comment reads as follows:
Hello!
Your post is well written with very few grammatical errors, and it is clear what you are talking about. The first thing that springs to mind however, is the lack of images. As this final post deals with the end result of the game, I think it would have been nice to see some screenshots of the game and possibly some descriptions of […]

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6th post – final game testing

Finally, the “shoot em up” game project has come to the end. It was long and hectic two and a half months of development. It was our first game project, and because of lack of experience we did not know how to get started. Everything was new and unknown to us. In this journey of game development, we have been through some difficulties and some good things. We have learnt a lot through this process, and we are quite satisfied […]

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6th post – final game testing

Finally, the “shoot em up” game project has come to the end. It was long and hectic two and a half months of development. It was our first game project, and because of lack of experience we did not know how to get started. Everything was new and unknown to us. In this journey of game development, we have been through some difficulties and some good things. We have learnt a lot through this process, and we are quite satisfied […]

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Conclusion

The end of a project 
Welcome back! This post will mark the conclusion of the Shoot ’em up project for team Gnoll. It was also the first real project I led using the Scrum framework. We managed to create a game that both looked great and had very few bugs. I am proud of my team  and their hard work. This post will look at the game and the lessons that I have learned from being a part of creating it.
The […]

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Conclusion

The end of a project 
Welcome back! This post will mark the conclusion of the Shoot ’em up project for team Gnoll. It was also the first real project I led using the Scrum framework. We managed to create a game that both looked great and had very few bugs. I am proud of my team  and their hard work. This post will look at the game and the lessons that I have learned from being a part of creating it.
The […]

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6. How it all ended and what I’ve learned

Hello there, the name is Carl and this will be my last blog post reporting the progress of my game, Depth. In this blog post, I will be talking about what I have learned and how the game turned out.
One of the greatest things with my group was our workflow and communication to the project. The group never had any disputes, we took our time to talk everything over and we were able to have our daily meetings, whether it […]

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Program: Game Design

6. How it all ended and what I’ve learned

Hello there, the name is Carl and this will be my last blog post reporting the progress of my game, Depth. In this blog post, I will be talking about what I have learned and how the game turned out.
One of the greatest things with my group was our workflow and communication to the project. The group never had any disputes, we took our time to talk everything over and we were able to have our daily meetings, whether it […]

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Program: Game Design

Design Feedback – 6

Congratulations to your finished game. I did play it several times during the different play testing sessions and you could clearly see a progression from alpha to the finished product. I like how you took some answers from the latest playtesting and posted it in here, it gives you a feel from what people thought of the released version of the game.
I would have liked to know even more about your group’s dynamic. How you worked together, what were the […]

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Program: Game Design

Design Feedback – 6

Congratulations to your finished game. I did play it several times during the different play testing sessions and you could clearly see a progression from alpha to the finished product. I like how you took some answers from the latest playtesting and posted it in here, it gives you a feel from what people thought of the released version of the game.
I would have liked to know even more about your group’s dynamic. How you worked together, what were the […]

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Program: Game Design

Dev Blog 6, Post Mortem

Edit:
In my original post I didn’t describe how the final game turned out, so I’m making this edit to correct that.
The game is a top down auto-scroller. The design is based on a concept document for a Shoot ‘Em Up (SHMUP) created by another team at the education. Their concept was based around having “mystery” be their main aesthetic, and that had a major influence on the design choices we made when turning the concept into a game.
The player controls […]

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Program: Programming

Dev Blog 6, Post Mortem

Edit:
In my original post I didn’t describe how the final game turned out, so I’m making this edit to correct that.
The game is a top down auto-scroller. The design is based on a concept document for a Shoot ‘Em Up (SHMUP) created by another team at the education. Their concept was based around having “mystery” be their main aesthetic, and that had a major influence on the design choices we made when turning the concept into a game.
The player controls […]

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Program: Programming

Final comment, Group Vampire

Hello,
I was mighty impressed by the narrative solution you employed. I have a soft spot for story-driven elements and your running slides hit that spot perfectly.
You are structured and organised in your approach in the text, and it is easy to get a clear overview of your successes and failures. You make your points relevant by not only mentioning which aspects were relative successes, but because you go into detail as to why you think that is.
You mention early in […]

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Program: Graphics

Final comment, Group Vampire

Hello,
I was mighty impressed by the narrative solution you employed. I have a soft spot for story-driven elements and your running slides hit that spot perfectly.
You are structured and organised in your approach in the text, and it is easy to get a clear overview of your successes and failures. You make your points relevant by not only mentioning which aspects were relative successes, but because you go into detail as to why you think that is.
You mention early in […]

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Program: Graphics

Comment #1

Hey Adam, Guy from Team Wendigo, let’s take a look at your post.
The choice of a 45° top-down is fairly unique and your solution of having 8 sprites is creative and very reminiscent of old top-down games, as well as early first-person shooters like Doom and Wolfenstein. I also quite like the art itself, though that is probably more to your artist’s credit as I would be very surprised to find out you, a programmer, drew it.
That said, there doesn’t […]

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Program: Programming

Comment #1

Hey Adam, Guy from Team Wendigo, let’s take a look at your post.
The choice of a 45° top-down is fairly unique and your solution of having 8 sprites is creative and very reminiscent of old top-down games, as well as early first-person shooters like Doom and Wolfenstein. I also quite like the art itself, though that is probably more to your artist’s credit as I would be very surprised to find out you, a programmer, drew it.
That said, there doesn’t […]

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Program: Programming

The game, the good, the bad, the cool, the nice, the lessons learned, the post mortem

 
All I needed was the last thing I wanted
To sit alone in a room and say it all out loud 
 
During this Shoot ‘Em up project we, team Kraken, have accomplished a lot more than I had anticipated in the beginning. I had, for example, no idea how skilled the artists or the programmers were. In the end, I am happy that I ended up with the people I did. Even though our project has had its ups and downs. […]

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The game, the good, the bad, the cool, the nice, the lessons learned, the post mortem

 
All I needed was the last thing I wanted
To sit alone in a room and say it all out loud 
 
During this Shoot ‘Em up project we, team Kraken, have accomplished a lot more than I had anticipated in the beginning. I had, for example, no idea how skilled the artists or the programmers were. In the end, I am happy that I ended up with the people I did. Even though our project has had its ups and downs. […]

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Comment for assignment (6th comment)

Your blog has a lot of information, in a good way. I’m able to understand how you felt during the development of the game and where you felt you lacked. Being able to see your own flaws is not an easy task but it is the first step to better yourself, good job! It seems that you now know a lot of things which could be useful for the next course.
Just something that I was confused about in the blog […]

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Program: Game Design

Comment for assignment (6th comment)

Your blog has a lot of information, in a good way. I’m able to understand how you felt during the development of the game and where you felt you lacked. Being able to see your own flaws is not an easy task but it is the first step to better yourself, good job! It seems that you now know a lot of things which could be useful for the next course.
Just something that I was confused about in the blog […]

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Program: Game Design

Blog #6: Postmortem

Hello and welcome to my final blog post concerning the development of our game, “Umibōzu”!
I am Léo and the Scrum Master of Team Wendigo. In today’s post, I will talk about the final result of our game. First, I want to provide you with some context of our project and provide some insight to our development processes. About nine weeks ago, we sat in the lecture hall and attended the first lecture of our new course. The course Game Design […]

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Blog #6: Postmortem

Hello and welcome to my final blog post concerning the development of our game, “Umibōzu”!
I am Léo and the Scrum Master of Team Wendigo. In today’s post, I will talk about the final result of our game. First, I want to provide you with some context of our project and provide some insight to our development processes. About nine weeks ago, we sat in the lecture hall and attended the first lecture of our new course. The course Game Design […]

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