Browsing 'Game Design': Posts from either of the Game Design programs
Project Aetherial Blog Two
Introduction
First playtesting session and ALPHA presentation is now done! The team received a lot of relevant feedback and will, to the best of our ability, try to adhere to that, as we move unto the BETA.
As mentioned in the last blog, I am the graphical artist in our team responsible for the “common” enemies. At this time, I have designed and implemented two of four enemies into our game. This weeks’ blog will handle the design and work in progress […]
Project Aetherial Blog Two
Introduction
First playtesting session and ALPHA presentation is now done! The team received a lot of relevant feedback and will, to the best of our ability, try to adhere to that, as we move unto the BETA.
As mentioned in the last blog, I am the graphical artist in our team responsible for the “common” enemies. At this time, I have designed and implemented two of four enemies into our game. This weeks’ blog will handle the design and work in progress […]
Bride movement
In the game “You may kiss the bride” you want the player to feel a constant stress. To achieve this, we have a enemy – the bride – constantly chasing you as you play. If she catches the player, s/he will either take massive damage or die instantly. Any mistake the player makes during playing will lead to the bride getting closer and closer, gradually increasing the stress for the player.
There was a problem appearing with this. If you had […]
Bride movement
In the game “You may kiss the bride” you want the player to feel a constant stress. To achieve this, we have a enemy – the bride – constantly chasing you as you play. If she catches the player, s/he will either take massive damage or die instantly. Any mistake the player makes during playing will lead to the bride getting closer and closer, gradually increasing the stress for the player.
There was a problem appearing with this. If you had […]
Pre-alpha story
Hi!
This time I am going to write a story about our pre-alpha meeting with our course representatives.
“It all started on cold, winter Monday, the 5th of February 2018. The day of pre-alpha. It was meant to be the day in which they would check and remind us that we are close to the alpha stage of our project. It also meant that we should have the results of previous two-three weeks. Even though I trusted my teammates, the excitement was felted. It filled the […]
Pre-alpha story
Hi!
This time I am going to write a story about our pre-alpha meeting with our course representatives.
“It all started on cold, winter Monday, the 5th of February 2018. The day of pre-alpha. It was meant to be the day in which they would check and remind us that we are close to the alpha stage of our project. It also meant that we should have the results of previous two-three weeks. Even though I trusted my teammates, the excitement was felted. It filled the […]
Flight of the Bees
Hello again!
Fredrik here again and this week I have mostly worked on how to make the movement in our game feel better. This is because, based on the feedback we got from the alpha testing, we decided during a sprint planning meeting that the current movement we had was very lackluster. From the testers we had some people saying that our player could have been anything else and it would still have made as much sense as a bee from […]
Flight of the Bees
Hello again!
Fredrik here again and this week I have mostly worked on how to make the movement in our game feel better. This is because, based on the feedback we got from the alpha testing, we decided during a sprint planning meeting that the current movement we had was very lackluster. From the testers we had some people saying that our player could have been anything else and it would still have made as much sense as a bee from […]
Blog post 2: Music
Hello there.
This week I’m going to talk about the process of finding the right music for the game “Depth”.
Because the game we are creating is supposed to be a survival horror game, the music is very important for the setting. Though we cannot just take any horror music we can find. Since most of the songs we could find are very slow paced, it will not fit with the theme of “last leg”, which means “RUN!”.
For the process of trying […]
Blog post 2: Music
Hello there.
This week I’m going to talk about the process of finding the right music for the game “Depth”.
Because the game we are creating is supposed to be a survival horror game, the music is very important for the setting. Though we cannot just take any horror music we can find. Since most of the songs we could find are very slow paced, it will not fit with the theme of “last leg”, which means “RUN!”.
For the process of trying […]
Playtesting
Playtesting – A Method of Reflection
This week we have been executing a playtest with our fellow peers in the Game Design course in hopes of getting an outside perspective on our game. As we now have an Alpha build, we wanted some insight into the controls and the user friendliness of it.
Our method was simple. We set out a computer running our game, we had one person documenting the behaviors the witnessed from the player and one person asking them […]
Playtesting
Playtesting – A Method of Reflection
This week we have been executing a playtest with our fellow peers in the Game Design course in hopes of getting an outside perspective on our game. As we now have an Alpha build, we wanted some insight into the controls and the user friendliness of it.
Our method was simple. We set out a computer running our game, we had one person documenting the behaviors the witnessed from the player and one person asking them […]
Lycanthrope: Spider Animation (WIP)
Hello! My name is Mattias Borgqvist and I am currently working on a shoot em up game based on the concept document “A game of beelonging” by group Ouroboros.
This week I have been continuing working on our spider enemy but this time I have been focusing on the the animation part instead of just trying to get the final looks of the spider. Now I have to make the spider move instead of just being stationary which can look quite […]
Lycanthrope: Spider Animation (WIP)
Hello! My name is Mattias Borgqvist and I am currently working on a shoot em up game based on the concept document “A game of beelonging” by group Ouroboros.
This week I have been continuing working on our spider enemy but this time I have been focusing on the the animation part instead of just trying to get the final looks of the spider. Now I have to make the spider move instead of just being stationary which can look quite […]
Blog Post #2: Damage Sounds
During this very busy week I have been thinking over the sounds I need to make for this sprint plan and desperately trying to find time to do so. As I finally got some time to myself this afternoon, I managed to put together the start to some damage sounds. I have been considering carefully how I will make the sounds of damage reflect the art style and the emotional impact I want them to invoke. Since our Behemoth ship […]
Blog Post #2: Damage Sounds
During this very busy week I have been thinking over the sounds I need to make for this sprint plan and desperately trying to find time to do so. As I finally got some time to myself this afternoon, I managed to put together the start to some damage sounds. I have been considering carefully how I will make the sounds of damage reflect the art style and the emotional impact I want them to invoke. Since our Behemoth ship […]
Lighting in Umibozu
Context
The game concept my team and I are developing features a cone of light that reveals elements of the game world as its core mechanic. In the original concept the cone originates from the player’s avatar and and rotate automatically and the player can toggle this spot light on and off. In addition a halo of light surrounds the player, extending over a shorter distance than the light cone. Having the light cone on also depletes the player ship’s battery, […]
Lighting in Umibozu
Context
The game concept my team and I are developing features a cone of light that reveals elements of the game world as its core mechanic. In the original concept the cone originates from the player’s avatar and and rotate automatically and the player can toggle this spot light on and off. In addition a halo of light surrounds the player, extending over a shorter distance than the light cone. Having the light cone on also depletes the player ship’s battery, […]
Working in a small team
Hi everyone!
In this post I’d like to say something more about working in a 4 men squad, fairly small-sized Scrum group. Our set up is: 2 people in graphic department, one programmer and me as a producer. According to Scrum framework, a team should be cross-functional, which means knowledge of all the aspects of development and design is available to the team. In reality, each of us has little to no prior experience with our minors, so in order to […]
Working in a small team
Hi everyone!
In this post I’d like to say something more about working in a 4 men squad, fairly small-sized Scrum group. Our set up is: 2 people in graphic department, one programmer and me as a producer. According to Scrum framework, a team should be cross-functional, which means knowledge of all the aspects of development and design is available to the team. In reality, each of us has little to no prior experience with our minors, so in order to […]
Game Design-group Lycanthrope AI Bees part 2 I’m firing my Lasers
Hello, today I will write about how I upgraded my AI bees for our game. Our AI bees relied on circle colliders, but now they use line casting for detecting all kind of things, but mainly the distance to the player and if a point in the formation is empty. This new system will allow our bees to react dynamically to the player, the honeycomb formation, and the different positions the bees will have in the idle state. I made this […]
Game Design-group Lycanthrope AI Bees part 2 I’m firing my Lasers
Hello, today I will write about how I upgraded my AI bees for our game. Our AI bees relied on circle colliders, but now they use line casting for detecting all kind of things, but mainly the distance to the player and if a point in the formation is empty. This new system will allow our bees to react dynamically to the player, the honeycomb formation, and the different positions the bees will have in the idle state. I made this […]
Swimming in the Right Direction
Lately I’ve been working on a swimming shark that is going to be used for two different school projects. It is one of two animations I’m doing for an animation assignment, and it is also going to be the animation of one of the enemies in the game I am making for another course. The biggest challenge when working with this animation has been to balance the different criteria that this animation needs to fulfill. I want it to look […]
Swimming in the Right Direction
Lately I’ve been working on a swimming shark that is going to be used for two different school projects. It is one of two animations I’m doing for an animation assignment, and it is also going to be the animation of one of the enemies in the game I am making for another course. The biggest challenge when working with this animation has been to balance the different criteria that this animation needs to fulfill. I want it to look […]