Browsing '2014 ': Students starting in 2014

Modeling from references

Hello!
So the very basic models I showed last time were just basic shapes that were reminiscent of mushrooms, but were not made after any real references. Those were more meant for platforming, while these ones were gonna be more of the decorative type, or have functions of some kind. This is also a lot less technical this time, and is more to show a bit more of what the world will consist of.
 

It is surprising how many strange mushrooms there are, […]

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Program: Graphics

Modeling from references

Hello!
So the very basic models I showed last time were just basic shapes that were reminiscent of mushrooms, but were not made after any real references. Those were more meant for platforming, while these ones were gonna be more of the decorative type, or have functions of some kind. This is also a lot less technical this time, and is more to show a bit more of what the world will consist of.
 

It is surprising how many strange mushrooms there are, […]

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Program: Graphics

Making Play with Playmaker

During the preproduction of the Runes of Kalevala, a team member stumbled upon a plugin for Unity called Playmaker by Hutong Games LLC. Playmaker allows for a easier time when creating state machines since it does not require the user to script out the entire state machine. Instead the user can create state machines by simply dragging out lines between the states and the states themselves have actions that are executed when the state is reached.
The actions are […]

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Program: Programming

Making Play with Playmaker

During the preproduction of the Runes of Kalevala, a team member stumbled upon a plugin for Unity called Playmaker by Hutong Games LLC. Playmaker allows for a easier time when creating state machines since it does not require the user to script out the entire state machine. Instead the user can create state machines by simply dragging out lines between the states and the states themselves have actions that are executed when the state is reached.
The actions are […]

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Program: Programming

BGP: Fourth Post

This week was more focused on adjustments and trying to tune up what we already had before going into adding on more ways to interact with the town.
I created a couple of poster variations for the billboards spread around town:

As well a couple of very simple diffuse and alpha textures for the windows and doors to prevent them from having emissive all over the mesh.
Then it was mostly smaller but time-consuming adjustments like changing the lights to a warmer hue […]

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Program: Graphics

BGP: Fourth Post

This week was more focused on adjustments and trying to tune up what we already had before going into adding on more ways to interact with the town.
I created a couple of poster variations for the billboards spread around town:

As well a couple of very simple diffuse and alpha textures for the windows and doors to prevent them from having emissive all over the mesh.
Then it was mostly smaller but time-consuming adjustments like changing the lights to a warmer hue […]

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Program: Graphics

Feedback and Feedback

These past weeks we’ve conducted some playtesting sessions. We had put a lot of focus on our core mechanics. Those being our combat and gathering systems. We also had a lot of graphical assets in the game, with our game as it was we felt that we could test our core.
A lot of the feedback we got were focused on the lack of feedback in the game. There wasn’t any audio and very little visual feedback in the game at […]

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Program: Graphics

Feedback and Feedback

These past weeks we’ve conducted some playtesting sessions. We had put a lot of focus on our core mechanics. Those being our combat and gathering systems. We also had a lot of graphical assets in the game, with our game as it was we felt that we could test our core.
A lot of the feedback we got were focused on the lack of feedback in the game. There wasn’t any audio and very little visual feedback in the game at […]

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Program: Graphics

Prototype level for alpha

Hello!
for the alpha I created a prototype level that we used to test how the game worked and how the level worked.
we got some good feedback and durring the playtest the testers brought up some new good points. This week the goal will be to rebuild the level and make it better and more relevant with the gameplay, to make the game feel like more then just a generic platformer. To do this I will implement new puzzels and makes the […]

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Program: Programming

Prototype level for alpha

Hello!
for the alpha I created a prototype level that we used to test how the game worked and how the level worked.
we got some good feedback and durring the playtest the testers brought up some new good points. This week the goal will be to rebuild the level and make it better and more relevant with the gameplay, to make the game feel like more then just a generic platformer. To do this I will implement new puzzels and makes the […]

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Program: Programming

Big Game Project, Week 4.

Things are progressing nicely. The things we learned during the alpha that applied to me was 2 things.
1: We have not yet implemented any sounds in the game
and
2: It’s hard to find our way through the level.
Mostly though, the work has progressed nicely this week. We got most of the voicelines through processing so they will sound great at the start of today (monday, I’m writing this late.) I’ve also talked with Alexander and he will begin the creation of […]

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Program: Graphics

Big Game Project, Week 4.

Things are progressing nicely. The things we learned during the alpha that applied to me was 2 things.
1: We have not yet implemented any sounds in the game
and
2: It’s hard to find our way through the level.
Mostly though, the work has progressed nicely this week. We got most of the voicelines through processing so they will sound great at the start of today (monday, I’m writing this late.) I’ve also talked with Alexander and he will begin the creation of […]

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Program: Graphics

BGP progress

I worked on two monsters this week. Firstl I finished the wolf enemy and after that I designed and finished the frog minions. The frog minions will inhabitant a ship and the player must kill all frog minions in order to board the ship.
When doing the frog minions I looked on alot of reference pictures to get the anatomy about right and after that I designed after own choice. I tried to keep it simple and soft in the coulouring […]

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Program: Graphics

BGP progress

I worked on two monsters this week. Firstl I finished the wolf enemy and after that I designed and finished the frog minions. The frog minions will inhabitant a ship and the player must kill all frog minions in order to board the ship.
When doing the frog minions I looked on alot of reference pictures to get the anatomy about right and after that I designed after own choice. I tried to keep it simple and soft in the coulouring […]

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Program: Graphics

Week 5 BGP

Måndag 25/4 Idag har jag arbetat med raycast. Tidigare har jag använt en sfär runt mina karaktärer som använder AI men det kommer inte funka i längden. Så jag har använt mig av raycast som är en kollisioncheck som kollar i ett streck rakt fram. Strecket växer och krymper beroende på om den krockar med något. Alltså, ifall strecket går in i väggen så slutar den vid väggen och kollar därför inte vad som är på andra sidan av väggen. […]

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Program: Programming

Week 5 BGP

Måndag 25/4 Idag har jag arbetat med raycast. Tidigare har jag använt en sfär runt mina karaktärer som använder AI men det kommer inte funka i längden. Så jag har använt mig av raycast som är en kollisioncheck som kollar i ett streck rakt fram. Strecket växer och krymper beroende på om den krockar med något. Alltså, ifall strecket går in i väggen så slutar den vid väggen och kollar därför inte vad som är på andra sidan av väggen. […]

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Program: Programming

Befriend a fish – win a prize!

 
NOTE; I plan to add pictures to this post, I promise! For now though I really need to get some sleep
Hi!
Today, I’d like to adress yet another design mystery in Slumber. I know I should probably just talk about the stuff that’s already been defined and how and why it works, but it’s just so much more valuable for me to describe the current problems so that I can go ahead and solve them somehow!
So! Without any further ado, allow me to talk about
Fish friendships
In Slumber, […]

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Program: Graphics

Befriend a fish – win a prize!

 
NOTE; I plan to add pictures to this post, I promise! For now though I really need to get some sleep
Hi!
Today, I’d like to adress yet another design mystery in Slumber. I know I should probably just talk about the stuff that’s already been defined and how and why it works, but it’s just so much more valuable for me to describe the current problems so that I can go ahead and solve them somehow!
So! Without any further ado, allow me to talk about
Fish friendships
In Slumber, […]

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Program: Graphics

Big Game Project Week 4

So, the fourth week of development has come to an end. We have finished up some of the graphics in the level and we have completed our first alpha! 
The alpha was not pretty, not the least. We had a lot more polished features that we wanted to implement that we couldn’t because of struggles with SourceTree and a general lack of time. But the alpha is playable, has the general visual style that we strive for and some enemies that […]

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Program: Graphics

Big Game Project Week 4

So, the fourth week of development has come to an end. We have finished up some of the graphics in the level and we have completed our first alpha! 
The alpha was not pretty, not the least. We had a lot more polished features that we wanted to implement that we couldn’t because of struggles with SourceTree and a general lack of time. But the alpha is playable, has the general visual style that we strive for and some enemies that […]

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Program: Graphics

Big Game Project: Week 4

The fourth week (Apr 25 – Apr 29) development of our game “Kei” continues. This week I was working on an experimental feature in the game, the auto-locking system.
All considerations here are about melee attack (the player will also have ranged attack but it hasn’t been implemented yet). When you attack an enemy, the collider placed around your sword has to collide with the enemy’s collider in order for the hit to be registered. Since the sword object is relatively small compared […]

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Program: Programming

Big Game Project: Week 4

The fourth week (Apr 25 – Apr 29) development of our game “Kei” continues. This week I was working on an experimental feature in the game, the auto-locking system.
All considerations here are about melee attack (the player will also have ranged attack but it hasn’t been implemented yet). When you attack an enemy, the collider placed around your sword has to collide with the enemy’s collider in order for the hit to be registered. Since the sword object is relatively small compared […]

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Program: Programming

Thoughts on the Slumber logotype

Hello and welcome back!
 
Team Dream Dust are now at the sixth week of development, and the game has got a fantastic new name: SLUMBER!
 
During these past weeks I have worked on a lot of different things, including the game’s logotype as seen below and on the right! Since Slumber is set underwater we wanted to show that in the logotype somehow. Our first thought was to depict our main character, the Nudibranch, in the logotype as the game centers around it, but if you don’t already know […]

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Program: Graphics

Thoughts on the Slumber logotype

Hello and welcome back!
 
Team Dream Dust are now at the sixth week of development, and the game has got a fantastic new name: SLUMBER!
 
During these past weeks I have worked on a lot of different things, including the game’s logotype as seen below and on the right! Since Slumber is set underwater we wanted to show that in the logotype somehow. Our first thought was to depict our main character, the Nudibranch, in the logotype as the game centers around it, but if you don’t already know […]

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Program: Graphics