Yearly Archives: 2018

Blog 1: Level Design and Mechanics

After choosing the concept, Umibozu, we first decided to stick to most of the concept in terms of mechanics and level layout, but when trying it out in the game and seeing how it felt, I knew that there were some changes that needed to be made. At first the idea was that the player, a fisherman in a boat, was to travel through an endless scroller level until they encountered a boss, which they then had to run from. […]

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Program: Game Design

Blog 1: Level Design and Mechanics

After choosing the concept, Umibozu, we first decided to stick to most of the concept in terms of mechanics and level layout, but when trying it out in the game and seeing how it felt, I knew that there were some changes that needed to be made. At first the idea was that the player, a fisherman in a boat, was to travel through an endless scroller level until they encountered a boss, which they then had to run from. […]

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Program: Game Design

Dev Blog #1 – The Setting

Hello everyone! This week I wanted to talk about the setting of the game and the general feeling we are trying to evoke.
The aesthetic goal of Aetherial is overcoming challenge -barely, and this is the core feeling upon which the mechanics are based. Team Devourer sought to expand upon this feeling however, so we modified the setting while still attempting to keep the aesthetic goal intact. While we followed the designs of the original concept rather closely, we did put […]

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Dev Blog #1 – The Setting

Hello everyone! This week I wanted to talk about the setting of the game and the general feeling we are trying to evoke.
The aesthetic goal of Aetherial is overcoming challenge -barely, and this is the core feeling upon which the mechanics are based. Team Devourer sought to expand upon this feeling however, so we modified the setting while still attempting to keep the aesthetic goal intact. While we followed the designs of the original concept rather closely, we did put […]

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The beam attack in Aetherial

The beam attack actually wasn’t in the original design document of Aetherial, which was made by the group “Team Vampire”. However after looking at the players abilities we came to the conclusion that the player needed another ability, besides the harpoon, to deal with enemies who got behind him. Also we felt that the theme of being a “champion” wasn’t sufficiently represented by a ship that could only fire a harpoon; we wanted the player to feel powerful and in […]

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Program: Programming

The beam attack in Aetherial

The beam attack actually wasn’t in the original design document of Aetherial, which was made by the group “Team Vampire”. However after looking at the players abilities we came to the conclusion that the player needed another ability, besides the harpoon, to deal with enemies who got behind him. Also we felt that the theme of being a “champion” wasn’t sufficiently represented by a ship that could only fire a harpoon; we wanted the player to feel powerful and in […]

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Program: Programming

What now?

Entry Journal 2018/02/08
 
 
During the past week,  me and my group have worked on a game called Aetherial (concept designed by Team Vampire). A shoot’em up project loosely based on the Disney movie Treasure Planet and with some influences from the steampunk art style.  At the first week’s sprint planning, I (as a graphic student) got assigned with figuring out how the player avatar was going to look like.  Guess what this week’s entry journal is going to be about!
Aetherial takes place in a […]

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Program: Graphics

What now?

Entry Journal 2018/02/08
 
 
During the past week,  me and my group have worked on a game called Aetherial (concept designed by Team Vampire). A shoot’em up project loosely based on the Disney movie Treasure Planet and with some influences from the steampunk art style.  At the first week’s sprint planning, I (as a graphic student) got assigned with figuring out how the player avatar was going to look like.  Guess what this week’s entry journal is going to be about!
Aetherial takes place in a […]

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Program: Graphics

Designing an easy enemy from a Aesthetical/Mechanical/Dynamical View

I am going to be blogging a bit about this menacing monster called Sky Glaucus ( Although the fact is, it is rather harmless)

How did we design an easy enemy, and why?
The Sky Glaucus will be the very first enemy you face in the game. 
It will be one of the easiest enemies to face in our game.
What we had to be very careful about when creating this enemy was to not make it seem […]

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Program: Game Design

Designing an easy enemy from a Aesthetical/Mechanical/Dynamical View

I am going to be blogging a bit about this menacing monster called Sky Glaucus ( Although the fact is, it is rather harmless)

How did we design an easy enemy, and why?
The Sky Glaucus will be the very first enemy you face in the game. 
It will be one of the easiest enemies to face in our game.
What we had to be very careful about when creating this enemy was to not make it seem […]

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Program: Game Design

Development blog 1:Perspective in our game

Good morning all. As one of the artist in group Zombie. I am excited to announce the out newest game Umibozi. Before I start talking about every single feature in this game, I will be showing off the development of the design of perspective and the color in Umibozu.
The perspective in Umibozi was a real challenge for group Zombie to design. Umibozu is an exploration, adventure, top-down game that the player plays as a small fishing boat who want to […]

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Program: Graphics

Development blog 1:Perspective in our game

Good morning all. As one of the artist in group Zombie. I am excited to announce the out newest game Umibozi. Before I start talking about every single feature in this game, I will be showing off the development of the design of perspective and the color in Umibozu.
The perspective in Umibozi was a real challenge for group Zombie to design. Umibozu is an exploration, adventure, top-down game that the player plays as a small fishing boat who want to […]

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Program: Graphics

The making of a boaty boat

The Umibozu concept is about a game where you are in control of a ship in search of a mysterious sea creature. The player will be traveling the vast ocean, looking for clues and fending off monsters. Thus, most of the game will consist of looking at a ship and the surrounding ocean, so an early decision was made that it is important that it feels correct, or “boaty” as we like to call it.
The boaty feel
Image from a pre-alpha […]

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Program: Game Design

The making of a boaty boat

The Umibozu concept is about a game where you are in control of a ship in search of a mysterious sea creature. The player will be traveling the vast ocean, looking for clues and fending off monsters. Thus, most of the game will consist of looking at a ship and the surrounding ocean, so an early decision was made that it is important that it feels correct, or “boaty” as we like to call it.
The boaty feel
Image from a pre-alpha […]

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Program: Game Design

1. The reasoning for the tutorial concept

My name is Carl Hvarfvenius Blomgren, and I’m the Level Designer for Group Troll and our game Depth. The tutorial concept is the thing that provides a basic and easily understandable vision for how the playable level should look and feel like while playing. It can also show why whether enemy A or enemy B should be placed in a certain position for the best playable experience or just to display what kind of obstacles the player will encounter when […]

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Program: Game Design

1. The reasoning for the tutorial concept

My name is Carl Hvarfvenius Blomgren, and I’m the Level Designer for Group Troll and our game Depth. The tutorial concept is the thing that provides a basic and easily understandable vision for how the playable level should look and feel like while playing. It can also show why whether enemy A or enemy B should be placed in a certain position for the best playable experience or just to display what kind of obstacles the player will encounter when […]

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Program: Game Design

Creating the first sound effects

Hi and welcome to my first blog entry. My name is Michael Degirmen and I am the  project manager (Scrum master) and lead sound for Team Gnoll. We are working with the game concept “Behemoth”. Behemoth is a 2d side-scrolling shoot’em up game that we work on as a part of our school course. This blog will mostly be about the management side of the project, as well as the sound design for the game.  Since we work with Scrum […]

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Creating the first sound effects

Hi and welcome to my first blog entry. My name is Michael Degirmen and I am the  project manager (Scrum master) and lead sound for Team Gnoll. We are working with the game concept “Behemoth”. Behemoth is a 2d side-scrolling shoot’em up game that we work on as a part of our school course. This blog will mostly be about the management side of the project, as well as the sound design for the game.  Since we work with Scrum […]

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Power-up design. – August Demirsson

The game me and my group picked was Umibozu. In the last couple of days, we have made some great progress with the game. We finished some core mechanics, such as player/enemy movement, shooting, death conditions for both the enemies as well as the player, and one power-up. In this text, I will go through the thought-process behind designing one of the power-ups in this game.
The power-up that we designed for the alpha build was a rapid-fire power-up, a power […]

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Program: Game Design

Power-up design. – August Demirsson

The game me and my group picked was Umibozu. In the last couple of days, we have made some great progress with the game. We finished some core mechanics, such as player/enemy movement, shooting, death conditions for both the enemies as well as the player, and one power-up. In this text, I will go through the thought-process behind designing one of the power-ups in this game.
The power-up that we designed for the alpha build was a rapid-fire power-up, a power […]

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Program: Game Design

Let me try

OMG holy shit

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Program: Graphics

Let me try

OMG holy shit

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Program: Graphics

Putting the captain at the helm.

The controls for the original ‘Omubozu’, before we got our hands on it, featured a pretty standard Shmup control scheme. The player used the WASD keys for movement, making the small fishing boat move forward, backward, left and right. Reading the original document, I felt like this method was a bit of a lost opportunity. It simply didn’t feel like controlling a boat.

This is the old control scheme. The fishing boat would continually point and move upward. Steering the boat […]

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Program: Game Design

Putting the captain at the helm.

The controls for the original ‘Omubozu’, before we got our hands on it, featured a pretty standard Shmup control scheme. The player used the WASD keys for movement, making the small fishing boat move forward, backward, left and right. Reading the original document, I felt like this method was a bit of a lost opportunity. It simply didn’t feel like controlling a boat.

This is the old control scheme. The fishing boat would continually point and move upward. Steering the boat […]

/ Comments Off on Putting the captain at the helm.
Program: Game Design