Yearly Archives: 2018

Game Design Blog #1

This weeks sprint planning for me included the enemy spawn mechanic change and the flare pick-up mechanics. The change of the spawn of the enemies was bound to happen as my older static and preplaced spawn system was criticized by the project manager and the lead programmer to being too predictable, thus making me change the old spawner this week into a random spawner which makes the game less predictable. As one of the most important aesthetic goals of the game […]

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Program: Game Design

Game Design Blog #1

This weeks sprint planning for me included the enemy spawn mechanic change and the flare pick-up mechanics. The change of the spawn of the enemies was bound to happen as my older static and preplaced spawn system was criticized by the project manager and the lead programmer to being too predictable, thus making me change the old spawner this week into a random spawner which makes the game less predictable. As one of the most important aesthetic goals of the game […]

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Program: Game Design

Note about concept document

As soon as development team is requested to choose the concept document for their first video game, but which is not their own concept, it raises disputable questions about level of acceptance and obedience to the concept. What does the concept document require for developers and artists? How much does the concept limit creativity? How to apply MDA framework to the concept document? Why to follow the concept document? In brief, the concept document is an essential and multi-purpose document, […]

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Note about concept document

As soon as development team is requested to choose the concept document for their first video game, but which is not their own concept, it raises disputable questions about level of acceptance and obedience to the concept. What does the concept document require for developers and artists? How much does the concept limit creativity? How to apply MDA framework to the concept document? Why to follow the concept document? In brief, the concept document is an essential and multi-purpose document, […]

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Working on the Alpha presentation. Post 1

I decided to work on the Alpha presentation this week since the deadline for it is next week. I chose to work on this because as the project manager I don’t feel that I have a lot to contribute the group in terms of actually creating the game. After going over the instructions I began thinking of what the best way would be for preparing the group for the presentation. I am currently working on what to say during the […]

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Working on the Alpha presentation. Post 1

I decided to work on the Alpha presentation this week since the deadline for it is next week. I chose to work on this because as the project manager I don’t feel that I have a lot to contribute the group in terms of actually creating the game. After going over the instructions I began thinking of what the best way would be for preparing the group for the presentation. I am currently working on what to say during the […]

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1st post – Managing and organising the product backlog

These past two weeks me and my team have been working on developing a “shoot em up” game. We chose the concept document “Umibozu” which has a mysterious feeling as aesthetics. This is our first time developing a video game and each member finally has a chance to show their skills, which might be quite challenging since we have two and a half months to finish the game. My job is mainly to manage the team and to plan and […]

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1st post – Managing and organising the product backlog

These past two weeks me and my team have been working on developing a “shoot em up” game. We chose the concept document “Umibozu” which has a mysterious feeling as aesthetics. This is our first time developing a video game and each member finally has a chance to show their skills, which might be quite challenging since we have two and a half months to finish the game. My job is mainly to manage the team and to plan and […]

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Oskar Karlsson game dev

Picture of  Vampire Concept​ ​Document
 
I am oskar Karlsson the lead programmer in the group Archon. And for the first week I worked on the code for the player movement. We are makeing a game out of Team Vampires concept document and the game is named Aetherial. Player movement is scripted whit the C# language and Unity is the game engine that the game is made in.
I started of whit looking on the space shooter tutorial in Unitys web site to […]

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Program: Programming

Oskar Karlsson game dev

Picture of  Vampire Concept​ ​Document
 
I am oskar Karlsson the lead programmer in the group Archon. And for the first week I worked on the code for the player movement. We are makeing a game out of Team Vampires concept document and the game is named Aetherial. Player movement is scripted whit the C# language and Unity is the game engine that the game is made in.
I started of whit looking on the space shooter tutorial in Unitys web site to […]

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Program: Programming

5SD064 – Game Design Blog 08/02

Spider behavior and mechanics
This week I redesigned and specified the behavior and mechanics of the spider, one of the enemies in our game ”Beelonging”. The reason for this is that I, as the designer of the team, wanted to communicate my vision better to the the rest of the team, specifically the artists and programmers, as well as balance this enemy that I felt was a bit too inbalanced.
The spider is supposed to climb up and down a string of […]

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Program: Game Design

5SD064 – Game Design Blog 08/02

Spider behavior and mechanics
This week I redesigned and specified the behavior and mechanics of the spider, one of the enemies in our game ”Beelonging”. The reason for this is that I, as the designer of the team, wanted to communicate my vision better to the the rest of the team, specifically the artists and programmers, as well as balance this enemy that I felt was a bit too inbalanced.
The spider is supposed to climb up and down a string of […]

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Program: Game Design

Our infinite ocean.

This post will dive in to the thoughts and decision making behind my team finally deciding on create an infinite level for our game.
In the Concept document my team and I picked the high concept says:
“You are an adventurer attempting to navigate a boat through a thick fog on a journey to find a mysterious entity.”
According to the document the idea was then to let the player move in all directions but that the level would scroll from the top. […]

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Our infinite ocean.

This post will dive in to the thoughts and decision making behind my team finally deciding on create an infinite level for our game.
In the Concept document my team and I picked the high concept says:
“You are an adventurer attempting to navigate a boat through a thick fog on a journey to find a mysterious entity.”
According to the document the idea was then to let the player move in all directions but that the level would scroll from the top. […]

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Blog Post 1 : Power up – Light

Hello there.
This week I’m going to talk about the design of the power up in the game “Depth”. This game concept was given as a choice to the students at Uppsala University, Campus Gotland, in the course Game Design 2, to create. Group Troll, which I am the project manager of, decided to create the game “Depth”. In the requirements, to get a passing grade, we had to include a power up, which this game concept was without. So it […]

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Blog Post 1 : Power up – Light

Hello there.
This week I’m going to talk about the design of the power up in the game “Depth”. This game concept was given as a choice to the students at Uppsala University, Campus Gotland, in the course Game Design 2, to create. Group Troll, which I am the project manager of, decided to create the game “Depth”. In the requirements, to get a passing grade, we had to include a power up, which this game concept was without. So it […]

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Aetherial2D Project – Character Movement

When you try to programme a game, the first thing you are going to think about it is your main character. The most basic thing for the character which you are going to programme is movement. Movement seems like the thing easiest to programme but the most important part of a character, also it is the core of your character.
When I was doing this,  I needed to add two things to the character to be able to move him around. […]

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Program: Programming

Aetherial2D Project – Character Movement

When you try to programme a game, the first thing you are going to think about it is your main character. The most basic thing for the character which you are going to programme is movement. Movement seems like the thing easiest to programme but the most important part of a character, also it is the core of your character.
When I was doing this,  I needed to add two things to the character to be able to move him around. […]

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Program: Programming

Projection and volumetric light

This is the first Unity project I’ve been working on, not counting a few tutorials that I’ve been playing around with in the past. In order to get a proper understanding of the game engine (and when I say proper, I mean basic) I started out by spending quite some time following an online course hosted by Udemy.
I started researching camera projections and the difference between a perspective projection and an orthographic one. I drew the conclusion that a orthographic […]

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Program: Programming

Projection and volumetric light

This is the first Unity project I’ve been working on, not counting a few tutorials that I’ve been playing around with in the past. In order to get a proper understanding of the game engine (and when I say proper, I mean basic) I started out by spending quite some time following an online course hosted by Udemy.
I started researching camera projections and the difference between a perspective projection and an orthographic one. I drew the conclusion that a orthographic […]

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Program: Programming

Global Game jam 2018

After starting this Game Design course at Uppsala University, among the 3 game jams that I have taken part in, the last one held at the end of January was the most interesting to me. Even before taking game design course as a major, I heard a lot about these game jams where people in groups work together to make games on the same given theme. I used to think people who take part in these events were really experienced in […]

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Program: Graphics

Global Game jam 2018

After starting this Game Design course at Uppsala University, among the 3 game jams that I have taken part in, the last one held at the end of January was the most interesting to me. Even before taking game design course as a major, I heard a lot about these game jams where people in groups work together to make games on the same given theme. I used to think people who take part in these events were really experienced in […]

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Program: Graphics

Game Design Week 3 – The Making of a Jellyfish

For my group Troll’s project – developing our take on the game concept Depth – I have this week been working on, among other things, the swimming animation of a jellyfish. Depth will, briefly put, be about a submarine navigating  an underwater cave system, and escaping a large monster that is constantly on its tail. To make the whole thing harder, the player will have to also shoot and avoid both fish and rubble. The jellyfish I have made is one […]

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Program: Graphics

Game Design Week 3 – The Making of a Jellyfish

For my group Troll’s project – developing our take on the game concept Depth – I have this week been working on, among other things, the swimming animation of a jellyfish. Depth will, briefly put, be about a submarine navigating  an underwater cave system, and escaping a large monster that is constantly on its tail. To make the whole thing harder, the player will have to also shoot and avoid both fish and rubble. The jellyfish I have made is one […]

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Program: Graphics