Week 7 – Local multiplayer

We planed for our game to have a 1 vs 1 local multiplayer. That means that the player fights against another player on the same device.
But how to implement it ? In unreal engine it is accually really easy by using the blueprint system. The first thing i needed to do is to create a second player in the level blueprint. Because unreal engine is zero based i had to set the create player blueprint to zero where player one is […]

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Program: Programming

Week 7 – Local multiplayer

We planed for our game to have a 1 vs 1 local multiplayer. That means that the player fights against another player on the same device.
But how to implement it ? In unreal engine it is accually really easy by using the blueprint system. The first thing i needed to do is to create a second player in the level blueprint. Because unreal engine is zero based i had to set the create player blueprint to zero where player one is […]

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Program: Programming

Swedish Game Awards 2017


We’re still busy publishing content from the Gotland Game Conference so this post will be brief: the The Swedish Game Awards took place in Visby this weekend and it was a blast!












The SGA is a national competition for all game educations, and this year our students took home no less than three awards!

Eyes Align – Best Execution in Narrative
Pump The […]

June 05, 2017 / Comments Off on Swedish Game Awards 2017

Swedish Game Awards 2017


We’re still busy publishing content from the Gotland Game Conference so this post will be brief: the The Swedish Game Awards took place in Visby this weekend and it was a blast!












The SGA is a national competition for all game educations, and this year our students took home no less than three awards!

Eyes Align – Best Execution in Narrative
Pump The […]

June 05, 2017 / Comments Off on Swedish Game Awards 2017

The Wreck Deck – Damage System – Week 6

 
Today i am going to talk about the Damage system i have implementet in our game.
The plan was to give the sword wich the player is using for damaging the other player as soon they are in a boarding situation. I was working a lot with the blueprint system in unreal engine. Which is acctually a skripting language for devs. That means that you dont need to code everything it is a visual coding language.
The first thing i did to […]

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Program: Programming

The Wreck Deck – Damage System – Week 6

 
Today i am going to talk about the Damage system i have implementet in our game.
The plan was to give the sword wich the player is using for damaging the other player as soon they are in a boarding situation. I was working a lot with the blueprint system in unreal engine. Which is acctually a skripting language for devs. That means that you dont need to code everything it is a visual coding language.
The first thing i did to […]

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Program: Programming

Rune Mages – Play-testing

During the last week of the production we had cut out eight out of fifteen spells from the game which ment that a lot of the work I had done wasn’t going to be in the game. The time constraints finally caught up to us and we needed to start fixing bugs and not implement more features. During the final week I was almost exclusively play-testing our game to find bugs and other unwanted behavior. If there was a wanted […]

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Program: Graphics

Rune Mages – Play-testing

During the last week of the production we had cut out eight out of fifteen spells from the game which ment that a lot of the work I had done wasn’t going to be in the game. The time constraints finally caught up to us and we needed to start fixing bugs and not implement more features. During the final week I was almost exclusively play-testing our game to find bugs and other unwanted behavior. If there was a wanted […]

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Program: Graphics

A Rat Betwixt Blog Post #5 – Additional Problems

Featured image – “This is fine dog” by KC Green
 
Personal Status
Hello! Back again with another insight blog post into the Game Design Project – A Rat Betwixt.
So, a project such as a game project takes quite a bit of time and work to get finished. This can be quite the stressful period with a lot of crunching (working extra hours beyond the “normal” amount of extra hours. Often multiple hours after midnight after a normal 9-17 work day) just to hit those […]

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Program: Graphics

A Rat Betwixt Blog Post #5 – Additional Problems

Featured image – “This is fine dog” by KC Green
 
Personal Status
Hello! Back again with another insight blog post into the Game Design Project – A Rat Betwixt.
So, a project such as a game project takes quite a bit of time and work to get finished. This can be quite the stressful period with a lot of crunching (working extra hours beyond the “normal” amount of extra hours. Often multiple hours after midnight after a normal 9-17 work day) just to hit those […]

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Program: Graphics

The wreck deck – Real time Lightning

 
Iam going to talk about how i made the lightinig this week.
So as an programmer i had some clues how to get good lightning in the game but i was not sure. I startet to watch some turtorials and found a really good turtorial in youtube . The lightning academy for unreal on youtube helped me with a lot of problems i faced when i made the lightning. There are some tools in unreal which helps to get an more […]

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Program: Programming

The wreck deck – Real time Lightning

 
Iam going to talk about how i made the lightinig this week.
So as an programmer i had some clues how to get good lightning in the game but i was not sure. I startet to watch some turtorials and found a really good turtorial in youtube . The lightning academy for unreal on youtube helped me with a lot of problems i faced when i made the lightning. There are some tools in unreal which helps to get an more […]

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Program: Programming

Rune Mages – Burning Hands VFX

In our game Rune Mages a key mechanic is to combine runes to make different spells. But what do you get if you combine a fire rune with a water rune? We decided that it would be a water spray on fire. This spell has greater range then the water spray spell but is also cone shaped and it does a lot of damage. Unlike the water spray I didn’t have any problem selling the effect as a “fire spray” […]

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Program: Graphics

Rune Mages – Burning Hands VFX

In our game Rune Mages a key mechanic is to combine runes to make different spells. But what do you get if you combine a fire rune with a water rune? We decided that it would be a water spray on fire. This spell has greater range then the water spray spell but is also cone shaped and it does a lot of damage. Unlike the water spray I didn’t have any problem selling the effect as a “fire spray” […]

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Program: Graphics

The week before Gotland Game Conference

The following is a list of what I did the week before Gotland Game Conference (GGC), and for a bit during GGC.

I made it so every character in the game starts facing a random direction. It would be better if the characters instead faced a direction that made best sense, but it’s a fast and easy solution, and it’s better than that every character starts facing the same direction.
I finished the system for saving network messages that are not ready to be […]

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Program: Programming

The week before Gotland Game Conference

The following is a list of what I did the week before Gotland Game Conference (GGC), and for a bit during GGC.

I made it so every character in the game starts facing a random direction. It would be better if the characters instead faced a direction that made best sense, but it’s a fast and easy solution, and it’s better than that every character starts facing the same direction.
I finished the system for saving network messages that are not ready to be […]

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Program: Programming

Big Game Project: Post 6

This post will cover the work that was done the last two weeks of our project. Even though it will cover two weeks of work I get the feeling that it will be quite short since I don’t know what to say that has not already been said in my previous posts, but I’ll do my best.
Second to last week
Most of the time this week was spent in making the trailer for our game. What the designer wanted was a […]

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Program: Graphics

Big Game Project: Post 6

This post will cover the work that was done the last two weeks of our project. Even though it will cover two weeks of work I get the feeling that it will be quite short since I don’t know what to say that has not already been said in my previous posts, but I’ll do my best.
Second to last week
Most of the time this week was spent in making the trailer for our game. What the designer wanted was a […]

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Program: Graphics

BGP Post 6

The final week of development came with many quick changes in the groups schedule and in the projects overall layout. At this point the need to actually finish the implementation of all our assets in the game became all the more pressing as we rushed towards our deadline. Even at this point in development some last minute changes were made to our game, affecting our levels layout, mechanics within the game and overall visuals. There were two tasks that called for […]

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Program: Graphics

BGP Post 6

The final week of development came with many quick changes in the groups schedule and in the projects overall layout. At this point the need to actually finish the implementation of all our assets in the game became all the more pressing as we rushed towards our deadline. Even at this point in development some last minute changes were made to our game, affecting our levels layout, mechanics within the game and overall visuals. There were two tasks that called for […]

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Program: Graphics

Amenti BGP week 7-10

The last three weeks of the project a lot of things happened in the game. The first week, week seven, a lot of light and foliage was added by me in the game. The reason being so that the level did not look too empty when we were going to show it on the beta play test. The beta play test was at Thursday so the group worked hard to fix as much things in the game as possible. Because […]

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Program: Programming

Amenti BGP week 7-10

The last three weeks of the project a lot of things happened in the game. The first week, week seven, a lot of light and foliage was added by me in the game. The reason being so that the level did not look too empty when we were going to show it on the beta play test. The beta play test was at Thursday so the group worked hard to fix as much things in the game as possible. Because […]

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Program: Programming

Meeting

On Monday, two weeks ago, the week before the Gotland Game Conference, we started the day by having a meeting about the design of the game, the UI design, and the graphics. The talk about graphics was about scaling down the scope and prioritizing, and I didn’t partake in that discussion as I’m not one of the graphical artists. The game design didn’t feel good enough and fun enough, and the UI didn’t feel intuitive and easy to use. A few of the […]

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Program: Programming

Meeting

On Monday, two weeks ago, the week before the Gotland Game Conference, we started the day by having a meeting about the design of the game, the UI design, and the graphics. The talk about graphics was about scaling down the scope and prioritizing, and I didn’t partake in that discussion as I’m not one of the graphical artists. The game design didn’t feel good enough and fun enough, and the UI didn’t feel intuitive and easy to use. A few of the […]

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Program: Programming