Browsing 'Game Design': Posts from either of the Game Design programs
Boss bear – About the boss fight and the design of the bears appearance.
In the game that we are making, the bees are rushing to their hive to save it from a bear that is attacking it. Completing the first level lets you play the boss fight with the bear. One of my tasks in developing the game is to design the looks of the bear and animate it.
The result: what the boss fight looks like in the game
The mechanics of the boss fight is that the bear open and closes its mouth, […]
Boss bear – About the boss fight and the design of the bears appearance.
In the game that we are making, the bees are rushing to their hive to save it from a bear that is attacking it. Completing the first level lets you play the boss fight with the bear. One of my tasks in developing the game is to design the looks of the bear and animate it.
The result: what the boss fight looks like in the game
The mechanics of the boss fight is that the bear open and closes its mouth, […]
Cannot Kill the Battery!
This week I’ve been working on a “battery”-mechanic for our group’s (Bugbear!) game “Umibōzu”. Until now, the player has been able to use the floodlights at will, which unbalances the game by making it possible to “spam” the floodlight, rendering powerups and other mechanics trivial. This is also a problem because it contradicts our aesthetic goal of “mystery”. To rectify, we decided that it is time to implement a “battery”-mechanic which shows a meter or similar, giving visual feedback, so […]
Cannot Kill the Battery!
This week I’ve been working on a “battery”-mechanic for our group’s (Bugbear!) game “Umibōzu”. Until now, the player has been able to use the floodlights at will, which unbalances the game by making it possible to “spam” the floodlight, rendering powerups and other mechanics trivial. This is also a problem because it contradicts our aesthetic goal of “mystery”. To rectify, we decided that it is time to implement a “battery”-mechanic which shows a meter or similar, giving visual feedback, so […]
Blog Post 2 – Movement
Hello! Time for another blog post. In this post I will talk about player movement in our game. The player controls the movement with the WASD buttons. W and S are for thrust, D and A are for rotation. The player is a boat and the player can traverse the level any direction. These are the two most important things when it comes to the player movement in our game. The problem that I currently have is that the movement […]
Blog Post 2 – Movement
Hello! Time for another blog post. In this post I will talk about player movement in our game. The player controls the movement with the WASD buttons. W and S are for thrust, D and A are for rotation. The player is a boat and the player can traverse the level any direction. These are the two most important things when it comes to the player movement in our game. The problem that I currently have is that the movement […]
You may kiss the bride
This game was created by Team Hastur for the Shoot ‘em’ Up course at Uppsala University (2018).
Side note: There’s currently an issue with the opening cutscene not loading in the WebGL build. Because of this the game will just be black for a while after pressing start. I plan on fixing this as soon as I have the time. I will also be providing a download link as soon as I have decided on a hosting option.
You may kiss the bride
This game was created by Team Hastur for the Shoot ‘em’ Up course at Uppsala University (2018).
Side note: There’s currently an issue with the opening cutscene not loading in the WebGL build. Because of this the game will just be black for a while after pressing start. I plan on fixing this as soon as I have the time. I will also be providing a download link as soon as I have decided on a hosting option.
2. Enemies from the deep sea
In this blog post, I’ll talk about the design and reasoning for the enemies in our game, Depth and why they replaced and differs from the ones found in the original concept.
First of all, in the original concept document for Depth, it was mentioned that the game had three enemies with the creative names of ”The Fish, The Other Fish and The Other Other Fish” and within this box you could see a fish (eel?), a fish with tentacles and […]
2. Enemies from the deep sea
In this blog post, I’ll talk about the design and reasoning for the enemies in our game, Depth and why they replaced and differs from the ones found in the original concept.
First of all, in the original concept document for Depth, it was mentioned that the game had three enemies with the creative names of ”The Fish, The Other Fish and The Other Other Fish” and within this box you could see a fish (eel?), a fish with tentacles and […]
Animating the Squid
In reality, cephalopod attacks on humans or boats are rare, but for the purposes of Umibozu, a squid was one of the enemies in its original concept document. In our interpretation, the squid became an enemy that was would be distinguished as a slower moving type of enemy in the game. This had to be taken into consideration when creating the animation for the squid.
There were two types of animation cycles required for the squid to be implemented into the […]
Animating the Squid
In reality, cephalopod attacks on humans or boats are rare, but for the purposes of Umibozu, a squid was one of the enemies in its original concept document. In our interpretation, the squid became an enemy that was would be distinguished as a slower moving type of enemy in the game. This had to be taken into consideration when creating the animation for the squid.
There were two types of animation cycles required for the squid to be implemented into the […]
5SD064 Making the sprite–shark
Hello, this week I will illustrate the process of making the sprite of a shark, which is also the enemy character in the game Umibozu that my group flytrap has been working on.
We designed 3 enemies and 1 big boss as the antagonists in our game, shark belongs to one of the 3 enemies. Before I started sketching the shark I have looked on google of the looks of real sharks, 3D animated shark and 2D shark drawings. I decided to […]
5SD064 Making the sprite–shark
Hello, this week I will illustrate the process of making the sprite of a shark, which is also the enemy character in the game Umibozu that my group flytrap has been working on.
We designed 3 enemies and 1 big boss as the antagonists in our game, shark belongs to one of the 3 enemies. Before I started sketching the shark I have looked on google of the looks of real sharks, 3D animated shark and 2D shark drawings. I decided to […]
Simplest Health Bar UI
Today, I will be discussing how to create a simple and easy Health bar UI system. This health bar can be used by any Game Object so long as there is a script attached to that object. Firstly, you want to make sure that you have a Game Object, for example Player, already in your… Continue reading Simplest Health Bar UI
Simplest Health Bar UI
Today, I will be discussing how to create a simple and easy Health bar UI system. This health bar can be used by any Game Object so long as there is a script attached to that object. Firstly, you want to make sure that you have a Game Object, for example Player, already in your… Continue reading Simplest Health Bar UI
Entry 2: The Background
Thank you for your review last week, black Jesus! This will be a very image-dense entry for you to enjoy.
This was an imposing challenge for me. I have no experience creating landscapes or anything larger than characters, really. I began by drawing out roads to create a kind of grid that I can build on. I had issues at first understanding what exactly we wanted for the game, but after a few attempts I received clear instructions and references from […]
Entry 2: The Background
Thank you for your review last week, black Jesus! This will be a very image-dense entry for you to enjoy.
This was an imposing challenge for me. I have no experience creating landscapes or anything larger than characters, really. I began by drawing out roads to create a kind of grid that I can build on. I had issues at first understanding what exactly we wanted for the game, but after a few attempts I received clear instructions and references from […]
5SD064 Hanna Aho Lind – The progress of making a underwater mine and it´s explosion!
Some weeks ago I was tasked with making an object to interact with, which we decided would be an exploding underwater mine.
Since our game neither have a comic style or a realistic style I had to rely on our brushes in photoshop to help me find the middle ground when designing the mine. Me and the Lead artist had decided on a style which we thought that we both could acchieve, and also set some brushes and file sizes to […]
5SD064 Hanna Aho Lind – The progress of making a underwater mine and it´s explosion!
Some weeks ago I was tasked with making an object to interact with, which we decided would be an exploding underwater mine.
Since our game neither have a comic style or a realistic style I had to rely on our brushes in photoshop to help me find the middle ground when designing the mine. Me and the Lead artist had decided on a style which we thought that we both could acchieve, and also set some brushes and file sizes to […]
Design Blog – 2
Start Menu
Introduction
To start off this post I need to refer to our playtest session we had last monday. There I learned even more about our game and what flaws it had. One of the big flaws were that the players did not fully understand the controls of the game. We gave them a sheet of paper with all the controls but it was all still very confusing to them. One feature that did not properly communicate to the players were […]
Design Blog – 2
Start Menu
Introduction
To start off this post I need to refer to our playtest session we had last monday. There I learned even more about our game and what flaws it had. One of the big flaws were that the players did not fully understand the controls of the game. We gave them a sheet of paper with all the controls but it was all still very confusing to them. One feature that did not properly communicate to the players were […]
Sprint 4 – Alpha
Hey hey,
So this week we have been preparing for the Alpha. This Monday, 2018-02-12 we had our first playtesting in before the Alpha where we got quite good feedback. It would seem a lot of testers liked our game and they said it looked really well and was a good, so that was nice to hear.
Me personally have prepared for the Alpha presentation this week which will be on Thursday this week, 2018-02-15. I as the producer of the team […]
Sprint 4 – Alpha
Hey hey,
So this week we have been preparing for the Alpha. This Monday, 2018-02-12 we had our first playtesting in before the Alpha where we got quite good feedback. It would seem a lot of testers liked our game and they said it looked really well and was a good, so that was nice to hear.
Me personally have prepared for the Alpha presentation this week which will be on Thursday this week, 2018-02-15. I as the producer of the team […]