Browsing '2014 ': Students starting in 2014

Creating sound FX for Dragon’s Song part 1 – Lasers vs singing

So moving into Beta I’m tasked with creating a lot of different sound FX for our game. The first thing I need to say is that while a laser sound or a gun FX might be just a second long little snippet of noise they are actually often more difficult and time consuming to produce than a soundtrack. As a musician I have years of education, experience and tools to help me perform, but when asked: ”how does a singing […]

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Program: Graphics

Creating sound FX for Dragon’s Song part 1 – Lasers vs singing

So moving into Beta I’m tasked with creating a lot of different sound FX for our game. The first thing I need to say is that while a laser sound or a gun FX might be just a second long little snippet of noise they are actually often more difficult and time consuming to produce than a soundtrack. As a musician I have years of education, experience and tools to help me perform, but when asked: ”how does a singing […]

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Program: Graphics

Team 12 Report 3 – Including animations and implementing it into our engine.

Hello! This week I will go through what I have been working on for this week. This week my task was to implement an old Animation skeleton from the SDL library to our new engine that is SFML based. This task proved itself to be a very hard challenge, my initial prediction of the time it would take was around 20 hours but that was a way to positive and naive prediction.
What I have made: I have converted the old […]

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Program: Programming

Team 12 Report 3 – Including animations and implementing it into our engine.

Hello! This week I will go through what I have been working on for this week. This week my task was to implement an old Animation skeleton from the SDL library to our new engine that is SFML based. This task proved itself to be a very hard challenge, my initial prediction of the time it would take was around 20 hours but that was a way to positive and naive prediction.
What I have made: I have converted the old […]

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Program: Programming

Weapon concepts for Otto

As the sixth week is now coming to an end, we are closing up on the beta. With three weeks to go, there is lots to be done. For this week, I have been working on some weapon concepts for our protagonist, Otto. If you are not familiar with it, the theme we chose for the game is steampunk with characters as personified animals. Otto is the great old turtle inventor, tall but slow paced, with a shell coated in […]

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Program: Graphics

Weapon concepts for Otto

As the sixth week is now coming to an end, we are closing up on the beta. With three weeks to go, there is lots to be done. For this week, I have been working on some weapon concepts for our protagonist, Otto. If you are not familiar with it, the theme we chose for the game is steampunk with characters as personified animals. Otto is the great old turtle inventor, tall but slow paced, with a shell coated in […]

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Program: Graphics

Week 6, Game Design

This week ill be leaving the graphics to our other two graphics students in our group. This is because the sound to our game needs some attention. Unfortunately our group only consists of five members since some people chose to drop out before the course is over. We also have some different levels of experience and skill amongst us in the group which further contributes to making it a bit less easy. So for now I’ll be taking over the […]

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Program: Graphics

Week 6, Game Design

This week ill be leaving the graphics to our other two graphics students in our group. This is because the sound to our game needs some attention. Unfortunately our group only consists of five members since some people chose to drop out before the course is over. We also have some different levels of experience and skill amongst us in the group which further contributes to making it a bit less easy. So for now I’ll be taking over the […]

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Program: Graphics

Implementation of AI (WIP)

This weeks blog post will be about my ongoing work on implementing a sort of decent AI for our Tower defense game. The way I am implementing AI does not use A*star since the enemies will not be hindered by moving. They will just follow a path and attack the closest tower, if it intersects their aggro range. And if not they follow the original path to their final goal, the tree which you are supposed to protect.
Their […]

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Program: Programming

Implementation of AI (WIP)

This weeks blog post will be about my ongoing work on implementing a sort of decent AI for our Tower defense game. The way I am implementing AI does not use A*star since the enemies will not be hindered by moving. They will just follow a path and attack the closest tower, if it intersects their aggro range. And if not they follow the original path to their final goal, the tree which you are supposed to protect.
Their […]

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Program: Programming

Team 12 Game Development Artifact 3 – Collision blocks

On our way to beta! Team 12 is working on a game called DashBat. The game is going to be a mix between speed runners adm super mario kart, the player is in a flying state. To progress through the level the player needs to avoid multiple objects at a high speed and to reach the end of the level in a short time.
I’m gonna talk about on of the artifacts that I worked on, collision blocks. This artifact is […]

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Program: Programming

Team 12 Game Development Artifact 3 – Collision blocks

On our way to beta! Team 12 is working on a game called DashBat. The game is going to be a mix between speed runners adm super mario kart, the player is in a flying state. To progress through the level the player needs to avoid multiple objects at a high speed and to reach the end of the level in a short time.
I’m gonna talk about on of the artifacts that I worked on, collision blocks. This artifact is […]

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Program: Programming

Redesigning the wizard

This week’s priority has been redesigning the wizard, the playable character of our game. The wizards job is to spawn items and throw them at the monsters in order to keep them away from the beach visitors. We already had a wizard with almost finished animations done for the game but there were some problems.
Our game have had some issues with the perspective. When I first did the mockup of the game screen in Photoshop it looked quite good. But […]

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Program: Graphics

Redesigning the wizard

This week’s priority has been redesigning the wizard, the playable character of our game. The wizards job is to spawn items and throw them at the monsters in order to keep them away from the beach visitors. We already had a wizard with almost finished animations done for the game but there were some problems.
Our game have had some issues with the perspective. When I first did the mockup of the game screen in Photoshop it looked quite good. But […]

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Program: Graphics

Week 3: Death animation

This week I have worked on making a death animation for our main character, the fox. In our game, the player is trying to sneak around the mansion without getting detected by Mr Otto von Fancy. If they get detected, Mr von Fancy will hunt the player down, and shoot them with his tesla gun, thus ending the game.
Last week, we presented the alpha of our game in front of the rest of the class, and the feedback we recieved […]

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Program: Graphics

Week 3: Death animation

This week I have worked on making a death animation for our main character, the fox. In our game, the player is trying to sneak around the mansion without getting detected by Mr Otto von Fancy. If they get detected, Mr von Fancy will hunt the player down, and shoot them with his tesla gun, thus ending the game.
Last week, we presented the alpha of our game in front of the rest of the class, and the feedback we recieved […]

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Program: Graphics

Week 6: Death animation

This week I have worked on making a death animation for our main character, the fox. In our game, the player is trying to sneak around the mansion without getting detected by Mr Otto von Fancy. If they get detected, Mr von Fancy will hunt the player down, and shoot them with his tesla gun, thus ending the game.
Last week, we presented the alpha of our game in front of the rest of the class, and the feedback we recieved […]

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Program: Graphics

Week 6: Death animation

This week I have worked on making a death animation for our main character, the fox. In our game, the player is trying to sneak around the mansion without getting detected by Mr Otto von Fancy. If they get detected, Mr von Fancy will hunt the player down, and shoot them with his tesla gun, thus ending the game.
Last week, we presented the alpha of our game in front of the rest of the class, and the feedback we recieved […]

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Program: Graphics

Boxes, computers and aliens – oh my!

A lot of nothing happened this last week in terms of work for the space shooter. I was supposed to create props for the game that would serve as guidelines for the visual style the other graphic artists in the group should be going for and looking back to whenever they would create props of their own. Embarassingly enough I only produced two props, basically. Firstly I began To design the basic design of a box to but in the […]

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Program: Graphics

Boxes, computers and aliens – oh my!

A lot of nothing happened this last week in terms of work for the space shooter. I was supposed to create props for the game that would serve as guidelines for the visual style the other graphic artists in the group should be going for and looking back to whenever they would create props of their own. Embarassingly enough I only produced two props, basically. Firstly I began To design the basic design of a box to but in the […]

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Program: Graphics

Player Avatar Design

Another week has passed, and it’s time to write down the current process of building up a game, piece by piece. And what is the game my team and I are working on? For starters, it’s called “The Fancy Mansion Heist” (working title) and it’s about a burglar breaking into the luxurious home of Mr. Otto von Fancy. There’s an accomplice waiting for the burglar outside the mansion as well, but they are never seen within the actual game, only […]

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Program: Graphics

Player Avatar Design

Another week has passed, and it’s time to write down the current process of building up a game, piece by piece. And what is the game my team and I are working on? For starters, it’s called “The Fancy Mansion Heist” (working title) and it’s about a burglar breaking into the luxurious home of Mr. Otto von Fancy. There’s an accomplice waiting for the burglar outside the mansion as well, but they are never seen within the actual game, only […]

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Program: Graphics

More level design!

Continuing from last week, I’ve spent the time since working on level design (among other things).
 
The level design is very important for the player’s experience of the game, as all of the game’s objects, enemies and power ups have close relationships that dynamicly change dependent on the performance of the player.
 
In Day of the Piñata, the goal of each level is to gain enough revenge points by smashing objects on the level. Another function of the object’s destruction is that […]

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Program: Graphics

More level design!

Continuing from last week, I’ve spent the time since working on level design (among other things).
 
The level design is very important for the player’s experience of the game, as all of the game’s objects, enemies and power ups have close relationships that dynamicly change dependent on the performance of the player.
 
In Day of the Piñata, the goal of each level is to gain enough revenge points by smashing objects on the level. Another function of the object’s destruction is that […]

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Program: Graphics