Browsing 'Game Design': Posts from either of the Game Design programs

2nd post – Preparing for the Alpha presentation

This week our team will have the Alpha presentation, which is the major milestone in our “Shoot em up” project. During the presentation we will need to present a chosen concept and explain how we interpreted it. We will also have to present 3 things we are satisfied with the project, and 3 things that we had problems with.
While preparing for this presentation, it was easy to come up with problems we were facing when working with the Alpha features. […]

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2nd post – Preparing for the Alpha presentation

This week our team will have the Alpha presentation, which is the major milestone in our “Shoot em up” project. During the presentation we will need to present a chosen concept and explain how we interpreted it. We will also have to present 3 things we are satisfied with the project, and 3 things that we had problems with.
While preparing for this presentation, it was easy to come up with problems we were facing when working with the Alpha features. […]

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Designing the Level

Hello Everyone!
This week our team Bugbear decided that we should probably have level design for our game Umibozu. Because right now our game have random enemy spawns, and random power-ups spawns. You just float around on an endless sea and meeting the enemies as you ”progress” forward. It works with game we choose, sure, but we thought we could make our game even better if made a level design. It also makes it easier to make in a sense when […]

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Program: Game Design

Designing the Level

Hello Everyone!
This week our team Bugbear decided that we should probably have level design for our game Umibozu. Because right now our game have random enemy spawns, and random power-ups spawns. You just float around on an endless sea and meeting the enemies as you ”progress” forward. It works with game we choose, sure, but we thought we could make our game even better if made a level design. It also makes it easier to make in a sense when […]

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Program: Game Design

Dev Blog 2, The Harpoon Projectile

This is the second part of my blog detailing what I have worked on while creating the game Umibozo together with my team, based on the designed created by another team.
In Umibozo the player controls a ship equipped with a harpoon. While usually used for fishing, it proves particularly useful when monsters start attacking. In this blog post I will talk about how we designed and implemented the mechanics of the harpoon.
The original design explained the harpoon as a simple […]

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Program: Programming

Dev Blog 2, The Harpoon Projectile

This is the second part of my blog detailing what I have worked on while creating the game Umibozo together with my team, based on the designed created by another team.
In Umibozo the player controls a ship equipped with a harpoon. While usually used for fishing, it proves particularly useful when monsters start attacking. In this blog post I will talk about how we designed and implemented the mechanics of the harpoon.
The original design explained the harpoon as a simple […]

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Program: Programming

Dear Diary, this week…Blog 2

This week I continued to work on the Alpha Presentation, along with our teams designer. I choose to continue to work on this since it was an important milestone for our group and would be used to decide whether or not the group would be able to continue to work together or be split up and have to join other groups.
While our group had most of the requirements for the Alpha presentation in the game we still needed to implement our power-up […]

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Dear Diary, this week…Blog 2

This week I continued to work on the Alpha Presentation, along with our teams designer. I choose to continue to work on this since it was an important milestone for our group and would be used to decide whether or not the group would be able to continue to work together or be split up and have to join other groups.
While our group had most of the requirements for the Alpha presentation in the game we still needed to implement our power-up […]

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Presentation’s Where I Wanna Be

PowerPoint on the beach where the slides are free.
The Alpha Presentation was a perfect subject to put too much effort into instead of doing more important work. I do, however, think it paid off.
I decided that it would be easiest to make the structure by simply copying the topics that were listed as requirements, each slide being on one of the requirements. While I would have preferred to do something more original, it would make the task easier. It would […]

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Presentation’s Where I Wanna Be

PowerPoint on the beach where the slides are free.
The Alpha Presentation was a perfect subject to put too much effort into instead of doing more important work. I do, however, think it paid off.
I decided that it would be easiest to make the structure by simply copying the topics that were listed as requirements, each slide being on one of the requirements. While I would have preferred to do something more original, it would make the task easier. It would […]

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Boaty water like no other

The ocean is what the player is going to stare at for most of the playthrough. That is why a lot of effort was put into making the ocean look attractive. Some design decisions were made early on, while others came along as the ocean changed between versions of the game. Water would normally go into the art category, but I felt like I could do something interesting, favoring programming techniques instead of art. This post will be one of […]

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Program: Game Design

Boaty water like no other

The ocean is what the player is going to stare at for most of the playthrough. That is why a lot of effort was put into making the ocean look attractive. Some design decisions were made early on, while others came along as the ocean changed between versions of the game. Water would normally go into the art category, but I felt like I could do something interesting, favoring programming techniques instead of art. This post will be one of […]

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Program: Game Design

Blog Post 2 – Bee

Considering that the bee is the main protagonist of our game it’s no more than right that it gets its own post. We technically have two versions of the bee in the game, as the main bee that the player controls is slightly bigger and has a different hue of orange than the swarm bees that essentially serve as the player’s health bar. But since they both share the same core design I’ll discuss them both as one here.
Much like […]

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Program: Graphics

Blog Post 2 – Bee

Considering that the bee is the main protagonist of our game it’s no more than right that it gets its own post. We technically have two versions of the bee in the game, as the main bee that the player controls is slightly bigger and has a different hue of orange than the swarm bees that essentially serve as the player’s health bar. But since they both share the same core design I’ll discuss them both as one here.
Much like […]

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Program: Graphics

Blog post #2 Monster approach sound

!Link to the music clip at the end!
Team Cockatrice is building a Japanese mythology inspired game. In this game, you as the player traverse a foggy sea while mythical monsters try to get in your way. Even though there are enemies, the game is more about the feeling of threat and the sense of adventure without actually being in danger. So how do you design sound for these monsters?
This week I made several sound effect clips, amongst them were the […]

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Blog post #2 Monster approach sound

!Link to the music clip at the end!
Team Cockatrice is building a Japanese mythology inspired game. In this game, you as the player traverse a foggy sea while mythical monsters try to get in your way. Even though there are enemies, the game is more about the feeling of threat and the sense of adventure without actually being in danger. So how do you design sound for these monsters?
This week I made several sound effect clips, amongst them were the […]

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Fog and Darkness system

Hello, I am Hampus Bergström, the game designer for the team Wendigo that works on the game Umibōzu. This week I have been redesigning how the fog system works within our game to help us in the team to solve the problem of creating levels and a sense of progression within our game. As our game is a vertically scrolling game that takes place on the open ocean and with randomly spawned enemies we had a hard time solving this […]

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Program: Game Design

Fog and Darkness system

Hello, I am Hampus Bergström, the game designer for the team Wendigo that works on the game Umibōzu. This week I have been redesigning how the fog system works within our game to help us in the team to solve the problem of creating levels and a sense of progression within our game. As our game is a vertically scrolling game that takes place on the open ocean and with randomly spawned enemies we had a hard time solving this […]

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Program: Game Design

Game Design journal 2

Mikael Ferroukhi                                                                                                                            date: 15/02/18
5SD064
During this second week, I have so far been mainly working on tasks related to my Graphic Minor, while slowing down on my “team related” work. This means that instead of drawing placeholders and art in general, I have preferred to focus on an Art assignment that is due for the next week.
I decided to go in this direction because the assignment consist of drawing two different animation for a character of my choice. The thing is […]

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Program: Graphics

Game Design journal 2

Mikael Ferroukhi                                                                                                                            date: 15/02/18
5SD064
During this second week, I have so far been mainly working on tasks related to my Graphic Minor, while slowing down on my “team related” work. This means that instead of drawing placeholders and art in general, I have preferred to focus on an Art assignment that is due for the next week.
I decided to go in this direction because the assignment consist of drawing two different animation for a character of my choice. The thing is […]

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Program: Graphics

Creating A Relatively Easy Enemy From A Mechanical/Dynamic/Aesthetic View

Today I will blog a bit about what we are calling The Pufferfish

How did we design a relatively easy enemy?
This is The Pufferfish, it is supposed to be one of the easiest enemies in the game. We wanted to create an original enemy as opposed to what was written in the original concept document.We chose to do this because we felt that the original design lacked a sense of mechanics, or rather too complicated mechanics. But also […]

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Program: Game Design

Creating A Relatively Easy Enemy From A Mechanical/Dynamic/Aesthetic View

Today I will blog a bit about what we are calling The Pufferfish

How did we design a relatively easy enemy?
This is The Pufferfish, it is supposed to be one of the easiest enemies in the game. We wanted to create an original enemy as opposed to what was written in the original concept document.We chose to do this because we felt that the original design lacked a sense of mechanics, or rather too complicated mechanics. But also […]

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Program: Game Design

The Design and Code of Aetherial’s Harpoon

As I have mentioned in my previous blog post, we wanted the Harpoon to be more versatile than it was supposed to be in the original concept document. Instead of being the weapon of choice for the player we decided to make it slow firing, but deal a lot of damage. This way the player still wanted to use it in certain situations, but since the harpoon also couldn’t be aimed he would have to use the beam attack to […]

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Program: Programming

The Design and Code of Aetherial’s Harpoon

As I have mentioned in my previous blog post, we wanted the Harpoon to be more versatile than it was supposed to be in the original concept document. Instead of being the weapon of choice for the player we decided to make it slow firing, but deal a lot of damage. This way the player still wanted to use it in certain situations, but since the harpoon also couldn’t be aimed he would have to use the beam attack to […]

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Program: Programming