Browsing '2014 ': Students starting in 2014
BGP Week 2 – Venus Slimetrap
During the second week, I started on the game’s main challenges, the special platforms that the player has to work with or around to move ahead in the game. The first one I ended up finishing up was the Venus Slimetrap, a platform inspired by the infamous Venus flytrap plant.
The Venus shroom is a simple construction, working by detecting if the player collides with it, and if so triggering a bool that starts a count taking in deltaTime. Once it reaches […]
BGP Week 2 – Venus Slimetrap
During the second week, I started on the game’s main challenges, the special platforms that the player has to work with or around to move ahead in the game. The first one I ended up finishing up was the Venus Slimetrap, a platform inspired by the infamous Venus flytrap plant.
The Venus shroom is a simple construction, working by detecting if the player collides with it, and if so triggering a bool that starts a count taking in deltaTime. Once it reaches […]
Mushy textures! And more!
The third week was spent texturing more things, such as these mushrooms. Again I worked in Zbrush. Diffuse maps were done by: Lisa WS
Click to view slideshow.
I created some more models for the game. Some tree mushrooms that both characters can climb, that will also serve as decoration in some cases. Then there are the leaves that are platforms for the light character, Lumi.
Mushy textures! And more!
The third week was spent texturing more things, such as these mushrooms. Again I worked in Zbrush. Diffuse maps were done by: Lisa WS
Click to view slideshow.
I created some more models for the game. Some tree mushrooms that both characters can climb, that will also serve as decoration in some cases. Then there are the leaves that are platforms for the light character, Lumi.
Relatively longer this time.
So a few days ago i set out to implement controls on Terra that allows it to walk upp vertical walls by pressing upp on the joystick and respectably down by pressing downwards on the joystick. And This ledd to some reworks in the controls of Terra and how it logically works.
Most of the work is in Figuring out logically how it will work together with the other code parts. This will Take some time but hopefully it will be […]
Relatively longer this time.
So a few days ago i set out to implement controls on Terra that allows it to walk upp vertical walls by pressing upp on the joystick and respectably down by pressing downwards on the joystick. And This ledd to some reworks in the controls of Terra and how it logically works.
Most of the work is in Figuring out logically how it will work together with the other code parts. This will Take some time but hopefully it will be […]
Alpha build
Last week was Alpha presentation, where we showed Symbiosis to a jury of testers for more in-depth feedback, and another playtest session is scheduled for this friday before the beta presentation next week. We have, to put it short, our hands full. I will thus not go into very much detail on my recent work, and instead give you a short update on the project.
Screenshot of Symbiosis in it’s current state
The greatest gameplay change since the pre-alpha has been the […]
Alpha build
Last week was Alpha presentation, where we showed Symbiosis to a jury of testers for more in-depth feedback, and another playtest session is scheduled for this friday before the beta presentation next week. We have, to put it short, our hands full. I will thus not go into very much detail on my recent work, and instead give you a short update on the project.
Screenshot of Symbiosis in it’s current state
The greatest gameplay change since the pre-alpha has been the […]
BGP Week 5
Week five has passed and a lot has been done. These are some of the things I have done:
Update Iron and Stone models
Made the thing that holds the elevator on the island
New ground grass texture
Made two landmarks for the jungle
Set up 3 light presets for our day and night cycle
Plus some smaller stuff
Here are some pictures
BGP Week 5
Week five has passed and a lot has been done. These are some of the things I have done:
Update Iron and Stone models
Made the thing that holds the elevator on the island
New ground grass texture
Made two landmarks for the jungle
Set up 3 light presets for our day and night cycle
Plus some smaller stuff
Here are some pictures
Big Game Project – Managing ambient sounds
Our game world consist of two areas different in mood. One is an island floating above the clouds and the other a dangerous jungle on the planet below. The island has a windy ambience and the jungle has recordings of a real jungle. Day and night is also important for gameplay, so I wanted different ambiences for those. It was difficult to find two wind recordings that were distinctively different enough, so I chose to always have the same for […]
Big Game Project – Managing ambient sounds
Our game world consist of two areas different in mood. One is an island floating above the clouds and the other a dangerous jungle on the planet below. The island has a windy ambience and the jungle has recordings of a real jungle. Day and night is also important for gameplay, so I wanted different ambiences for those. It was difficult to find two wind recordings that were distinctively different enough, so I chose to always have the same for […]
Big Game: Week 5
Since I finished all the character labeled assets last week, I started pitching in with the environmental art. Started out with doing some different kinds of textures for the houses, which turned out like this;
They are all created in several different layers so you can easily change the color to whatever you want, for example;
The messy stones will act as the ”standard” wall, while the other two will act as decoration on the walls. Like […]
Big Game: Week 5
Since I finished all the character labeled assets last week, I started pitching in with the environmental art. Started out with doing some different kinds of textures for the houses, which turned out like this;
They are all created in several different layers so you can easily change the color to whatever you want, for example;
The messy stones will act as the ”standard” wall, while the other two will act as decoration on the walls. Like […]
Another Short One
So this week we added support for Terra to move Up wall when pressing upp on the joystick while being stuck to it.
This will hopefully help players that think the old controls were confusing or hard to use. And also make the game more intuitive to play. Some animation changes were also made to Terra to make it flow more between animations.
Thank you for reading.
Another Short One
So this week we added support for Terra to move Up wall when pressing upp on the joystick while being stuck to it.
This will hopefully help players that think the old controls were confusing or hard to use. And also make the game more intuitive to play. Some animation changes were also made to Terra to make it flow more between animations.
Thank you for reading.
Sam & Nicole part 5
Last week I didn’t do much of background art. I mostly helped out writing events in xml to help finish up before alpha. So there isn’t much to tell. The first prio backgrounds is done. But I actually re-painted the living room.
Before
After
Since we had the time we took this opportunity since the living room didn’t match up with the other backgrounds. And thats all for this week!
Sam & Nicole part 5
Last week I didn’t do much of background art. I mostly helped out writing events in xml to help finish up before alpha. So there isn’t much to tell. The first prio backgrounds is done. But I actually re-painted the living room.
Before
After
Since we had the time we took this opportunity since the living room didn’t match up with the other backgrounds. And thats all for this week!
#5 Big Game Project |
This week has been all over the place. I’ve been working on alot of small things such as new HP bars for all entities. Only displaying the HP bars when necessary i.e settlers hp bar down in the jungle should not be displayed when the camera is above. I also added a simple lever so that the player can order the elevator to go up and down. There is one lever placed down in the jungle and one on top […]
#5 Big Game Project |
This week has been all over the place. I’ve been working on alot of small things such as new HP bars for all entities. Only displaying the HP bars when necessary i.e settlers hp bar down in the jungle should not be displayed when the camera is above. I also added a simple lever so that the player can order the elevator to go up and down. There is one lever placed down in the jungle and one on top […]
Day& Night Cycle
It’s been almost three weeks since i wrote something on this blog. Time flies by fast. So we’ve gone through some iterations of the concept of the game during this time. Design wise we shifted focus from the jungle to the island about two weeks ago. In the current version of the game the player gathers supplies form the jungle at day, and at night she needs to defend the island form insects that come to steal the settlers’ food. […]
Day& Night Cycle
It’s been almost three weeks since i wrote something on this blog. Time flies by fast. So we’ve gone through some iterations of the concept of the game during this time. Design wise we shifted focus from the jungle to the island about two weeks ago. In the current version of the game the player gathers supplies form the jungle at day, and at night she needs to defend the island form insects that come to steal the settlers’ food. […]
Game Rooms
This week I worked on creating environments on different levels of the game world. These are accessible through “doors”. The reasoning behind this decision was to solve problems with our split screen in the most time efficient way. If players were to walk up an elevated area, the camera would cause problems due to zooming and splitting. The camera adapts its placement based on the positions of both characters. This would create unwanted angels that would show parts of the […]
Game Rooms
This week I worked on creating environments on different levels of the game world. These are accessible through “doors”. The reasoning behind this decision was to solve problems with our split screen in the most time efficient way. If players were to walk up an elevated area, the camera would cause problems due to zooming and splitting. The camera adapts its placement based on the positions of both characters. This would create unwanted angels that would show parts of the […]