Yearly Archives: 2018

My Feedback for Post #4

 
This week I commented on Saša Džigurski’s blog, found here:  https://sasadzigurski.wordpress.com/2018/02/28/just-another-scrum-week/comment-page-1/#comment-5
My comment reads as follows:
Hello!
The addition of play testing sessions on Mondays have definitely made those days quite longer and exhausting for my group as well, so I can relate to what you are describing. I can also relate to what you wrote about running out of time and having to cut multiple features in the game. What to leave out and what to keep are difficult decisions for […]

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My Feedback for Post #4

 
This week I commented on Saša Džigurski’s blog, found here:  https://sasadzigurski.wordpress.com/2018/02/28/just-another-scrum-week/comment-page-1/#comment-5
My comment reads as follows:
Hello!
The addition of play testing sessions on Mondays have definitely made those days quite longer and exhausting for my group as well, so I can relate to what you are describing. I can also relate to what you wrote about running out of time and having to cut multiple features in the game. What to leave out and what to keep are difficult decisions for […]

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Comment #4

Hi Adam, your post was very interesting!
However, I think you could give a little bit more background around the topic of the top-down perspective of your game. I had no trouble understanding it as someone who knows what Umibozu is, but I have a feeling someone who does not might have difficulty understanding exactly what the problem is. This was the only thing missing though, in my opinion. The top-down perspective of the game does affect the movement sprites a […]

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Program: Graphics

Comment #4

Hi Adam, your post was very interesting!
However, I think you could give a little bit more background around the topic of the top-down perspective of your game. I had no trouble understanding it as someone who knows what Umibozu is, but I have a feeling someone who does not might have difficulty understanding exactly what the problem is. This was the only thing missing though, in my opinion. The top-down perspective of the game does affect the movement sprites a […]

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Program: Graphics

Coroutines and code Hygiene

Context
As we approached the end of development I’m starting to script events into the game, most notably we needed the game to display text on the screen for narrative and informative purposes.

Displaying text, by itself, is trivial. Displaying text while not interrupting gameplay is not especially difficult. I did not however knew of a method to do it that would neither turn my code into a jumbled mess  of nested if statement or use a bunch of fiddly prefabs in […]

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Program: Programming

Coroutines and code Hygiene

Context
As we approached the end of development I’m starting to script events into the game, most notably we needed the game to display text on the screen for narrative and informative purposes.

Displaying text, by itself, is trivial. Displaying text while not interrupting gameplay is not especially difficult. I did not however knew of a method to do it that would neither turn my code into a jumbled mess  of nested if statement or use a bunch of fiddly prefabs in […]

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Program: Programming

Comment #4 – Mikael Ferroukhi

Hi Mikael! I will comment on your post this week not only for having a interesting topic but also because I couldn’t find your designer last week’s blog post.
Your post is very clear and detailed on what ideas you had from the beginning, why you chose to design a level for the game, and how you designed it. You described in detail why you and your group’s initial idea on having random generated level could be a problem for […]

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Program: Game Design

Comment #4 – Mikael Ferroukhi

Hi Mikael! I will comment on your post this week not only for having a interesting topic but also because I couldn’t find your designer last week’s blog post.
Your post is very clear and detailed on what ideas you had from the beginning, why you chose to design a level for the game, and how you designed it. You described in detail why you and your group’s initial idea on having random generated level could be a problem for […]

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Program: Game Design

Blog feedback #4

Link to Ander’s blog post with my comment: https://andersdotgames.wordpress.com/2018/02/28/1-love-to-all-party-members/
My comment:
Hi, Anders,
Interesting blog post you have here. I do not fully recognize all of your references; however, your main topic is clear and easy to follow.
Now, you say that you encouraged informality early during the project, which I personally think is important as well. As you say, everyone wants to feel comfortable around each other, this is true because it will motivate the team members to come to meetings and collaborate. We […]

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Blog feedback #4

Link to Ander’s blog post with my comment: https://andersdotgames.wordpress.com/2018/02/28/1-love-to-all-party-members/
My comment:
Hi, Anders,
Interesting blog post you have here. I do not fully recognize all of your references; however, your main topic is clear and easy to follow.
Now, you say that you encouraged informality early during the project, which I personally think is important as well. As you say, everyone wants to feel comfortable around each other, this is true because it will motivate the team members to come to meetings and collaborate. We […]

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Blog comment 4

Comment on blog post:
https://graphiccollision.wordpress.com/2018/03/01/an-over-whale-ming-amount-of-whales/
“Hi Emma!
It was really intressesting to read about your work process and your reflections regarding the whale animations. I think you made it very clear to the reader how and why you made certain design decisions and how you improved the animations. It would be great if you explained a little bit about the principles of animation for the readers who knows little/nothing about animation, just to make sure they understand what you mean when […]

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Program: Graphics

Blog comment 4

Comment on blog post:
https://graphiccollision.wordpress.com/2018/03/01/an-over-whale-ming-amount-of-whales/
“Hi Emma!
It was really intressesting to read about your work process and your reflections regarding the whale animations. I think you made it very clear to the reader how and why you made certain design decisions and how you improved the animations. It would be great if you explained a little bit about the principles of animation for the readers who knows little/nothing about animation, just to make sure they understand what you mean when […]

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Program: Graphics

Development blog 5: Playtesting

Good morning all. As one of the artist in group Zombie. I am excited to present you my 5th development blog- the playtesting. This time, I will talk about how has playtesting affected the development in our Exploration game – Umibozu.
The development of Umibozu has been through 2 playtestings. We hade our 1st playtesting in Alpha and the 2nd one in Beta. What happened in a playtesting was that our game designer interviewed and handed out surveys to classmates who […]

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Program: Graphics

Development blog 5: Playtesting

Good morning all. As one of the artist in group Zombie. I am excited to present you my 5th development blog- the playtesting. This time, I will talk about how has playtesting affected the development in our Exploration game – Umibozu.
The development of Umibozu has been through 2 playtestings. We hade our 1st playtesting in Alpha and the 2nd one in Beta. What happened in a playtesting was that our game designer interviewed and handed out surveys to classmates who […]

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Program: Graphics

comment #4

Good luck with the rest of the background!
I really like how concise you’ve kept this blogpost. I feel like you managed to get every step of the progress communicated very easily. Although sometimes I felt like it was a bit too rushed. For example when you wrote about the process of offsetting the background and correcting the edge I felt a little lost. I didn’t realize until now that it’s because you want to be able to loop the same […]

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Program: Graphics

comment #4

Good luck with the rest of the background!
I really like how concise you’ve kept this blogpost. I feel like you managed to get every step of the progress communicated very easily. Although sometimes I felt like it was a bit too rushed. For example when you wrote about the process of offsetting the background and correcting the edge I felt a little lost. I didn’t realize until now that it’s because you want to be able to loop the same […]

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Program: Graphics

Second playtesting – pre Beta

Hi!
In my previous blog, I was writing about a sprint between Alpha presentation and pre-Beta playtesting, and how we decided to freeze some features, and what was implemented and improved during it.
And then came the playtest prior to Beta. It was Monday, the 26th of February this year.  The teams occupied the tables and set up their games. I had a feeling, that this time it was much more relaxed than the first time. Probably, because of more experience of the groups and […]

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Second playtesting – pre Beta

Hi!
In my previous blog, I was writing about a sprint between Alpha presentation and pre-Beta playtesting, and how we decided to freeze some features, and what was implemented and improved during it.
And then came the playtest prior to Beta. It was Monday, the 26th of February this year.  The teams occupied the tables and set up their games. I had a feeling, that this time it was much more relaxed than the first time. Probably, because of more experience of the groups and […]

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Last comments

Comment #4
You Died by Hanna Aho Lind
Hello Hannita!
I really liked the three submarines you designed. I think my favorites are the second and the third, however in my opinion, I would mix them. I liked the second one, mostly because of the colors, but also because I can easily see what you meant with the window cracks being blue and the red light, it looks amazing! The third one definitely looks like it’s telling a story, and I love that, […]

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Program: Graphics

Last comments

Comment #4
You Died by Hanna Aho Lind
Hello Hannita!
I really liked the three submarines you designed. I think my favorites are the second and the third, however in my opinion, I would mix them. I liked the second one, mostly because of the colors, but also because I can easily see what you meant with the window cracks being blue and the red light, it looks amazing! The third one definitely looks like it’s telling a story, and I love that, […]

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Program: Graphics

Blog 4 comment

Link to designated blog:
https://ouroboroshamtaro.wordpress.com/2018/03/01/boaty-intelligence/
 
My comment:
The blog was really enjoyable to read, your writing style complemented the context really well in my opinion and makes me want to go read your previous entries. You do a good job at explaining what you worked on and the reason you made these design decisions referring back to the original concept document.
The technical explanation was also well put, it gave me a clear idea of what you did and how you did […]

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Program: Programming

Blog 4 comment

Link to designated blog:
https://ouroboroshamtaro.wordpress.com/2018/03/01/boaty-intelligence/
 
My comment:
The blog was really enjoyable to read, your writing style complemented the context really well in my opinion and makes me want to go read your previous entries. You do a good job at explaining what you worked on and the reason you made these design decisions referring back to the original concept document.
The technical explanation was also well put, it gave me a clear idea of what you did and how you did […]

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Program: Programming

A* Pathfinding/Flocking

These two projects was parts of a course in behavioral AI programming at Uppsala University. The projects where created using the Unity Engine with the help of C#.
 
Flocking
This assignment was intended to challenge me to create my first AI behavior. There was to be entities that acted and reacted on each other based on their wants and needs. What i have created is a circle of life with three different entities. Grass that grows with time, sheep that eat the […]

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Program: Programming

A* Pathfinding/Flocking

These two projects was parts of a course in behavioral AI programming at Uppsala University. The projects where created using the Unity Engine with the help of C#.
 
Flocking
This assignment was intended to challenge me to create my first AI behavior. There was to be entities that acted and reacted on each other based on their wants and needs. What i have created is a circle of life with three different entities. Grass that grows with time, sheep that eat the […]

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Program: Programming