Browsing '2014 ': Students starting in 2014

Dragon Song Blogpost 2

Art
This week I have mostly concentrated on creating parallaxing layers for our game.
If you are unfamiliar with what parallaxing is, it is a technique where you have several images layered over each other moving at different speeds, slower in the background and faster in the foreground, that creates an illusion of depth.
So far I have created three of these images.



Since these images were supposed to be in the foreground, I wanted grass to be more defined, but […]

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Program: Graphics

Dragon Song Blogpost 2

Art
This week I have mostly concentrated on creating parallaxing layers for our game.
If you are unfamiliar with what parallaxing is, it is a technique where you have several images layered over each other moving at different speeds, slower in the background and faster in the foreground, that creates an illusion of depth.
So far I have created three of these images.



Since these images were supposed to be in the foreground, I wanted grass to be more defined, but […]

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Program: Graphics

Monsters

This week I have mainly worked on the enemies of our game, the sea monsters. Up until now we have used the same sprite for all the monsters, but with different colored overlay. As I mentioned in my previous post, our monsters have weaknesses to different type of item properties. The items possess either one of these properties; hot, cold, dead or alive. And the monsters are ice, lava, undead and holy. We felt that we wanted to make the […]

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Program: Graphics

Monsters

This week I have mainly worked on the enemies of our game, the sea monsters. Up until now we have used the same sprite for all the monsters, but with different colored overlay. As I mentioned in my previous post, our monsters have weaknesses to different type of item properties. The items possess either one of these properties; hot, cold, dead or alive. And the monsters are ice, lava, undead and holy. We felt that we wanted to make the […]

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Program: Graphics

Game Development – Nr.2 | Magic Writer

Loading items
This week i have worked on loading the throwable items into the game. Loading their sprite and correlating it with a property. Instantiating all the items in the beginning, deleting them when the application closes and reusing them in runtime.
We have a spritesheet for each property, we have a item_alive_spritesheet and a item_dead_spritesheet and so on for each property. Together with each spritesheet there is a .txt file that is connected with its sheet. So item_alive_spriteshee.png has an item_alive_names.txt. This .txt file contains the […]

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Program: Programming

Game Development – Nr.2 | Magic Writer

Loading items
This week i have worked on loading the throwable items into the game. Loading their sprite and correlating it with a property. Instantiating all the items in the beginning, deleting them when the application closes and reusing them in runtime.
We have a spritesheet for each property, we have a item_alive_spritesheet and a item_dead_spritesheet and so on for each property. Together with each spritesheet there is a .txt file that is connected with its sheet. So item_alive_spriteshee.png has an item_alive_names.txt. This .txt file contains the […]

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Program: Programming

Week 5 Walk Animation Top-Level

Week 5 day before the Alpha presentation.
We had the play testing on Monday, 16-02-15, and it went great. We got lots of feedback from our play testers made up mostly by our classmates. Most of the feedback were on what was good and the rest of the feedback was on what we could make better. After hearing this feedback the group assembled and talked it trough what we should change and what we should ignore. Listing to all opinions of […]

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Program: Graphics

Week 5 Walk Animation Top-Level

Week 5 day before the Alpha presentation.
We had the play testing on Monday, 16-02-15, and it went great. We got lots of feedback from our play testers made up mostly by our classmates. Most of the feedback were on what was good and the rest of the feedback was on what we could make better. After hearing this feedback the group assembled and talked it trough what we should change and what we should ignore. Listing to all opinions of […]

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Program: Graphics

Week 5: The Turtle Otto von Fancy

This week I have worked on the Otto animation. I started out making a sketch of the turtle in Photoshop, and then animated the sketch into a walk cycle. This was done in order to see that the movement flowed the way I wanted it to, before continuing on to animating the turtle in a more detailed state.
As the turtle is both old, is supposed to be scary, and make noise when he walks (for the player to hear and […]

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Program: Graphics

Week 5: The Turtle Otto von Fancy

This week I have worked on the Otto animation. I started out making a sketch of the turtle in Photoshop, and then animated the sketch into a walk cycle. This was done in order to see that the movement flowed the way I wanted it to, before continuing on to animating the turtle in a more detailed state.
As the turtle is both old, is supposed to be scary, and make noise when he walks (for the player to hear and […]

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Program: Graphics

Speldesign Blogg #2

Denna vecka har jag arbetat lite på att få fram en HP-bar (HealthPoint bar). HP-baren ska visa hur mycket liv spelaren har kvar efter att spelaren har skadats av en fiende. Det kommer finnas Health Packs, som när man plockar upp dem så får man tillbaka liv. Livet representeras av en röd linje på en grå ruta. Den röda linjen kommer att minska i storlek åt vänster om spelaren förlorar liv.
I den originella idén så är det meningen att det […]

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Program: Programming

Speldesign Blogg #2

Denna vecka har jag arbetat lite på att få fram en HP-bar (HealthPoint bar). HP-baren ska visa hur mycket liv spelaren har kvar efter att spelaren har skadats av en fiende. Det kommer finnas Health Packs, som när man plockar upp dem så får man tillbaka liv. Livet representeras av en röd linje på en grå ruta. Den röda linjen kommer att minska i storlek åt vänster om spelaren förlorar liv.
I den originella idén så är det meningen att det […]

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Program: Programming

Creating an alpha presentation

Every group in the class are supposed to hold a presentation about their game project before demonstrating a playable alpha version of the game. The presentation needs to answer a few questions about how the project has gone so far and what our next goal is. As I am the producer, it is my responsibility to create it.
I am creating the presentation with help from the Sound Designer. Together we are discussing how we will answer the questions. As the Sound Designer is […]

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Program: Graphics

Creating an alpha presentation

Every group in the class are supposed to hold a presentation about their game project before demonstrating a playable alpha version of the game. The presentation needs to answer a few questions about how the project has gone so far and what our next goal is. As I am the producer, it is my responsibility to create it.
I am creating the presentation with help from the Sound Designer. Together we are discussing how we will answer the questions. As the Sound Designer is […]

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Program: Graphics

Blogpost II – Fancy Mansion

The ”stealable” items continues
New week, new challenges. I have continued developing and designing the items that the protagonist is going to steal. Not only have I made the design on the finished artefacts better and given then a more equal look to each other.
This week I have put down lots of hours on Mr Fancy’s old grandfather’s clock. Since we stuck with the original stealable items from the concept document, we have been able to save time that we […]

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Program: Graphics

Blogpost II – Fancy Mansion

The ”stealable” items continues
New week, new challenges. I have continued developing and designing the items that the protagonist is going to steal. Not only have I made the design on the finished artefacts better and given then a more equal look to each other.
This week I have put down lots of hours on Mr Fancy’s old grandfather’s clock. Since we stuck with the original stealable items from the concept document, we have been able to save time that we […]

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Program: Graphics

Dragon Song Bloggpost #2

This week the game is leaving the Alpha phase and is entering the Beta phase. The last week a lot have been added to the game code wise. One of the features added to the game is Enemy’s and their spawn system and this is what this week’s blogg post is going to be about.
The way we decided to spawn enemies is by reading in from a text file, we read in three values from the text file. The first […]

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Program: Programming

Dragon Song Bloggpost #2

This week the game is leaving the Alpha phase and is entering the Beta phase. The last week a lot have been added to the game code wise. One of the features added to the game is Enemy’s and their spawn system and this is what this week’s blogg post is going to be about.
The way we decided to spawn enemies is by reading in from a text file, we read in three values from the text file. The first […]

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Program: Programming

Update #2 On Project Mole Munch

This week I’ll talk about the tunnels and the technique we used to achieve it. For more background on the concept as a whole, please refer to the previous post.

Screenshot to show how the free roaming movement dynamically creates the tunnels.

A very important feature of our game is the tunneling and we wanted the player to have full control of it. The player begins the level on the grass lawn above and when the dig button is pressed the […]

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Program: Programming

Update #2 On Project Mole Munch

This week I’ll talk about the tunnels and the technique we used to achieve it. For more background on the concept as a whole, please refer to the previous post.

Screenshot to show how the free roaming movement dynamically creates the tunnels.

A very important feature of our game is the tunneling and we wanted the player to have full control of it. The player begins the level on the grass lawn above and when the dig button is pressed the […]

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Program: Programming

Feedback received! Redesigning the movement system. Week 5

Note: I forgot to mention last week what game concept I am working with and I deeply apologize for that! The game concept me and my team chose is The Last Signal. And without any further ado.
Welcome back for another week of game design with Morgan Nilsson!
Let’s jump straight into the action! This week we had a day dedicated to testing our games, and it was very fruitful. Tons of great feedback and ideas where brought up! Which is great […]

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Program: Graphics

Feedback received! Redesigning the movement system. Week 5

Note: I forgot to mention last week what game concept I am working with and I deeply apologize for that! The game concept me and my team chose is The Last Signal. And without any further ado.
Welcome back for another week of game design with Morgan Nilsson!
Let’s jump straight into the action! This week we had a day dedicated to testing our games, and it was very fruitful. Tons of great feedback and ideas where brought up! Which is great […]

/ Comments Off on Feedback received! Redesigning the movement system. Week 5
Program: Graphics

Dragon Song – Gauge Meter

This week I want to talk about the “gauge meter“ that will play a big part in controlling how the game will sound in relation too how good the player perform during the game.
The music that plays during the level consists of different layers. The first layer is only the core beat while the second layer is a bass track. When the player achieve a certain goal (we have not yet decided exactly which goal that is but right now […]

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Program: Programming

Dragon Song – Gauge Meter

This week I want to talk about the “gauge meter“ that will play a big part in controlling how the game will sound in relation too how good the player perform during the game.
The music that plays during the level consists of different layers. The first layer is only the core beat while the second layer is a bass track. When the player achieve a certain goal (we have not yet decided exactly which goal that is but right now […]

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Program: Programming