Blog Post 6 – Post-mortem

“Be(e)longing; playing should feel like be(e)ing part of something bigger” – aesthetic goal

If there is one word I’d pick to describe these last ten weeks it would have to be intense. It comes as no surprise that making games is just that, but it is another thing entirely to actually experience it. Even if Beelonging wasn’t our own concept from the start, I think I can say I’m speaking for my whole team when I say that we all became […]

/ Comments Off on Blog Post 6 – Post-mortem
Program: Graphics

Blog Post 6 – Post-mortem

“Be(e)longing; playing should feel like be(e)ing part of something bigger” – aesthetic goal

If there is one word I’d pick to describe these last ten weeks it would have to be intense. It comes as no surprise that making games is just that, but it is another thing entirely to actually experience it. Even if Beelonging wasn’t our own concept from the start, I think I can say I’m speaking for my whole team when I say that we all became […]

/ Comments Off on Blog Post 6 – Post-mortem
Program: Graphics

Postmortem

Hi!
My final blog for this course is going to be about summoning all experience I have got through our “Game design 2” course, and my group’s project – “You may kiss the bride” game.
The end result
After nearly eight weeks of development, our game is finished. On last Thursday, the 15th of March we had a final gameplay presentation and we got the pass. It had an avatar, two enemies types (melee and range), a few obstacles (holes, benches and fire), a power-up (holy […]

/ Comments Off on Postmortem

Postmortem

Hi!
My final blog for this course is going to be about summoning all experience I have got through our “Game design 2” course, and my group’s project – “You may kiss the bride” game.
The end result
After nearly eight weeks of development, our game is finished. On last Thursday, the 15th of March we had a final gameplay presentation and we got the pass. It had an avatar, two enemies types (melee and range), a few obstacles (holes, benches and fire), a power-up (holy […]

/ Comments Off on Postmortem

Postmortem

During this course, me and my group made a swamp version of the game Umibozu. The finished product turned out well but could be better if some major bugs were fixed.
As mentioned before the end result of the game turned out well. We had a working product, but it did have some bugs. The main mechanics of the game was to move around in the environment while killing enemies in your path. The main goal of the game was to […]

/ Comments Off on Postmortem
Program: Game Design

Postmortem

During this course, me and my group made a swamp version of the game Umibozu. The finished product turned out well but could be better if some major bugs were fixed.
As mentioned before the end result of the game turned out well. We had a working product, but it did have some bugs. The main mechanics of the game was to move around in the environment while killing enemies in your path. The main goal of the game was to […]

/ Comments Off on Postmortem
Program: Game Design

Shoot em Up Project Finale – A conclusion and a PM

This course has been a great opportunity for hands-on learning when it comes to what an actual game project might contain. It’s been full of challenges and surprises, but in the end I am quite pleased with my contribution to what eventually became our game; Aetherial by Team Kraken.
The game is a 2D side-scrolling shoot em up game in which the player takes control of a futuristic skyship in order to hunt down a huge, flying skywhale. The player can […]

/ Comments Off on Shoot em Up Project Finale – A conclusion and a PM
Program: Graphics

Shoot em Up Project Finale – A conclusion and a PM

This course has been a great opportunity for hands-on learning when it comes to what an actual game project might contain. It’s been full of challenges and surprises, but in the end I am quite pleased with my contribution to what eventually became our game; Aetherial by Team Kraken.
The game is a 2D side-scrolling shoot em up game in which the player takes control of a futuristic skyship in order to hunt down a huge, flying skywhale. The player can […]

/ Comments Off on Shoot em Up Project Finale – A conclusion and a PM
Program: Graphics

Depth – postmortem

Hiiiiiiiiiiiiiiiii!
Welcome to the last blog post assigned to me by school. It is so bittersweet :’-)
In this post I am meant to write a postmortem of my groups now finally (!) finished game. I will discuss what went right, what went wrong, and then close with a conclusion, but I will start with a brief description of the product we ended up with.
Depth is a platform shoot ‘em up, where you play as a research submarine escaping a long and […]

/ Comments Off on Depth – postmortem
Program: Graphics

Depth – postmortem

Hiiiiiiiiiiiiiiiii!
Welcome to the last blog post assigned to me by school. It is so bittersweet :’-)
In this post I am meant to write a postmortem of my groups now finally (!) finished game. I will discuss what went right, what went wrong, and then close with a conclusion, but I will start with a brief description of the product we ended up with.
Depth is a platform shoot ‘em up, where you play as a research submarine escaping a long and […]

/ Comments Off on Depth – postmortem
Program: Graphics

2018.03.18 – A SHMUP Postmortem

Over the course of the last 10 weeks, we -my team and I- have developed a game concept entitled “You May Kiss The Bride”, abbreviated as YMKTB, in the context of our second semester “Game Design 2: Game Development” module (course code:5SD064). The concept was created by a group of fellow students during our first semester’s “Game Design 1: Introduction” module (course code: 5SD065).
In this postmortem blog post, I will be going over the highlights, both good and bad, of […]

/ Comments Off on 2018.03.18 – A SHMUP Postmortem
Program: Programming

2018.03.18 – A SHMUP Postmortem

Over the course of the last 10 weeks, we -my team and I- have developed a game concept entitled “You May Kiss The Bride”, abbreviated as YMKTB, in the context of our second semester “Game Design 2: Game Development” module (course code:5SD064). The concept was created by a group of fellow students during our first semester’s “Game Design 1: Introduction” module (course code: 5SD065).
In this postmortem blog post, I will be going over the highlights, both good and bad, of […]

/ Comments Off on 2018.03.18 – A SHMUP Postmortem
Program: Programming

5SD064-Postmortem of final result

Yeah!! Finally I had successfully made the game Umibozu with 2 months hard work of me and my other 5 group members. I am personally pretty satisfied with the outcome of the game as it is the very first game I’ve ever made and it’s playable(for 6 minutes long!!) At the final playtesting day we have received all kinds of feedback from our classmates and a lot of them are positive regarding aesthetics of the game, especially compliment to the art […]

/ Comments Off on 5SD064-Postmortem of final result
Program: Game Design

5SD064-Postmortem of final result

Yeah!! Finally I had successfully made the game Umibozu with 2 months hard work of me and my other 5 group members. I am personally pretty satisfied with the outcome of the game as it is the very first game I’ve ever made and it’s playable(for 6 minutes long!!) At the final playtesting day we have received all kinds of feedback from our classmates and a lot of them are positive regarding aesthetics of the game, especially compliment to the art […]

/ Comments Off on 5SD064-Postmortem of final result
Program: Game Design

Postmortem – blog 6

We made it! During a 10-weeks course, group Kraken built a shoot ‘em up game that works! The game has a tutorial scene, two different scenes of gameplay and a final scene when the player meets the boss in a final epic fight. We have a power up that finally works (!) and two different enemies with attacks and movement patterns that makes them very different from each other. Our boss enemy has three different attacks. I am proud of […]

/ Comments Off on Postmortem – blog 6
Program: Game Design

Postmortem – blog 6

We made it! During a 10-weeks course, group Kraken built a shoot ‘em up game that works! The game has a tutorial scene, two different scenes of gameplay and a final scene when the player meets the boss in a final epic fight. We have a power up that finally works (!) and two different enemies with attacks and movement patterns that makes them very different from each other. Our boss enemy has three different attacks. I am proud of […]

/ Comments Off on Postmortem – blog 6
Program: Game Design

Blog 6: Postmortem – Beelonging

So, the development of the game Beelonging is now over, and it’s time to evaluate and reflect on the results. It’s been 9 intense weeks with a lot of hard work, long days at school and work during weekends, but I think the end result is also really good.
The end result
Beelonging is a 2D side scroller game with an infinitive scrolling, parallax background. The final version has five different character types; the bees, the wasps, the flies, the dragonflies and […]

/ Comments Off on Blog 6: Postmortem – Beelonging
Program: Graphics

Blog 6: Postmortem – Beelonging

So, the development of the game Beelonging is now over, and it’s time to evaluate and reflect on the results. It’s been 9 intense weeks with a lot of hard work, long days at school and work during weekends, but I think the end result is also really good.
The end result
Beelonging is a 2D side scroller game with an infinitive scrolling, parallax background. The final version has five different character types; the bees, the wasps, the flies, the dragonflies and […]

/ Comments Off on Blog 6: Postmortem – Beelonging
Program: Graphics

Blog Comment:6

Sofie Lindberg
I liked your text because you didn’t just sugarcoat your work progress, you made sure to bring up both the good and the bad. You seemed to be very aware of your groups progress. You brought up the pros and the cons from your development. With scrum you could keep an eye every group members progress and check the different tasks and keep them in the time schedule, to get them done in time. It is always easy to […]

/ Comments Off on Blog Comment:6
Program: Graphics

Blog Comment:6

Sofie Lindberg
I liked your text because you didn’t just sugarcoat your work progress, you made sure to bring up both the good and the bad. You seemed to be very aware of your groups progress. You brought up the pros and the cons from your development. With scrum you could keep an eye every group members progress and check the different tasks and keep them in the time schedule, to get them done in time. It is always easy to […]

/ Comments Off on Blog Comment:6
Program: Graphics

Blog:6 Postmortem

Postmortem
What’s the end result of what you have learned?
 
For a few weeks now me and my group (Kraken) have been working hard with completing this project, and its finally over. After all our hard work and struggle the time has come to reflect over what we have learnt.
 
Well, what has this project been about? What am I talking about, what project?
In my previous blogs I have been talking about how my group and I have been working on making […]

/ Comments Off on Blog:6 Postmortem
Program: Graphics

Blog:6 Postmortem

Postmortem
What’s the end result of what you have learned?
 
For a few weeks now me and my group (Kraken) have been working hard with completing this project, and its finally over. After all our hard work and struggle the time has come to reflect over what we have learnt.
 
Well, what has this project been about? What am I talking about, what project?
In my previous blogs I have been talking about how my group and I have been working on making […]

/ Comments Off on Blog:6 Postmortem
Program: Graphics

Blog Post 6 – Postmortem

The game is finally done! After 10 weeks of work we have created our first game as a group. To start this off I want to talk about why we chose to create a game based of the umibozu concept document. I really liked the aesthetic goal of umibozu. Mystery and excitement is very interesting. Our group felt like this was the concept that we could build upon. Our artists liked the style, the programming would not be too hard, […]

/ Comments Off on Blog Post 6 – Postmortem
Program: Game Design

Blog Post 6 – Postmortem

The game is finally done! After 10 weeks of work we have created our first game as a group. To start this off I want to talk about why we chose to create a game based of the umibozu concept document. I really liked the aesthetic goal of umibozu. Mystery and excitement is very interesting. Our group felt like this was the concept that we could build upon. Our artists liked the style, the programming would not be too hard, […]

/ Comments Off on Blog Post 6 – Postmortem
Program: Game Design