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

Object-spawning in a top-down shooter

My name is Guy Dimor, I’m the sole programmer (and therefore lead coder) for Team Wendigo, currently working on the game Umibozu.
The biggest challenge for me was finding the right way to spawn enemies. I needed them to come into the screen from all sides. My initial idea was for them to spawn randomly on an ellipse just outside of the game screen and then move in a straight line across the screen. A quick google search landed me an […]

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Program: Programming

Object-spawning in a top-down shooter

My name is Guy Dimor, I’m the sole programmer (and therefore lead coder) for Team Wendigo, currently working on the game Umibozu.
The biggest challenge for me was finding the right way to spawn enemies. I needed them to come into the screen from all sides. My initial idea was for them to spawn randomly on an ellipse just outside of the game screen and then move in a straight line across the screen. A quick google search landed me an […]

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Program: Programming

Blog #1 – Scrum documentation

During my previous sprint, I have put a lot of focus and energy into writing, rearranging and organizing my group’s Scrum document to make sure that every member knew exactly was has to be done to finish the project, as well as to reduce time spent individually on browsing the backlog by each person involved in the project.
Firstly, I have gathered the group in order to collectively create a catalog of most artifacts which had to be included in the […]

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Blog #1 – Scrum documentation

During my previous sprint, I have put a lot of focus and energy into writing, rearranging and organizing my group’s Scrum document to make sure that every member knew exactly was has to be done to finish the project, as well as to reduce time spent individually on browsing the backlog by each person involved in the project.
Firstly, I have gathered the group in order to collectively create a catalog of most artifacts which had to be included in the […]

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Custom managers

Scripting an Audio manager
Unity have quite useful tools when it comes to managing things like audio and transitions between scenes. While these tools sure are useful, they are not always convenient. As I was about to implement sound effects in my teams current project, I decided to create my own audio manager and customize it to make sure that it was as convenient to use as possible.
The most common practice I came across when researching methods for implementing sounds were […]

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Program: Programming

Custom managers

Scripting an Audio manager
Unity have quite useful tools when it comes to managing things like audio and transitions between scenes. While these tools sure are useful, they are not always convenient. As I was about to implement sound effects in my teams current project, I decided to create my own audio manager and customize it to make sure that it was as convenient to use as possible.
The most common practice I came across when researching methods for implementing sounds were […]

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Program: Programming

Skyslug movement patterns, implementation

The Sky slug is the first enemy the player faces, but present throughout the game, including in the boss fight. In our first meeting we made a few changes to the design provided, upping their speed and giving them a melee attack, and making them more bat-like and sharp in their design. This blog post is not about the design however, but about the implementation. These creatures require a rather special movement pattern where they circle the player and attack […]

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Program: Programming

Skyslug movement patterns, implementation

The Sky slug is the first enemy the player faces, but present throughout the game, including in the boss fight. In our first meeting we made a few changes to the design provided, upping their speed and giving them a melee attack, and making them more bat-like and sharp in their design. This blog post is not about the design however, but about the implementation. These creatures require a rather special movement pattern where they circle the player and attack […]

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Program: Programming

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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