Browsing '2015': Students starting in 2015

Rune Mages – Spell Prototypes, Part 2

The water spray is a low damage push-back spell that is supposed to be used to push away enemies that are to close to your characters. This was a short range spell, but was later changed to affect a longer and wider area. The problem I had while making this spell was that it was water, and to make something look like water is very difficult. I had no experience with shader forge at this moment and I had to […]

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Program: Graphics

Rune Mages – Spell Prototypes, Part 2

The water spray is a low damage push-back spell that is supposed to be used to push away enemies that are to close to your characters. This was a short range spell, but was later changed to affect a longer and wider area. The problem I had while making this spell was that it was water, and to make something look like water is very difficult. I had no experience with shader forge at this moment and I had to […]

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Program: Graphics

BGP #6

Welcome back to Causality!
Today I will talk about what I accompliced at week 6! During week 6 I had to implement  new features to our game, and here I will explain why and how. The reason we decided to add new features was because we had been talking to one of our teachers and realized that we wouln’t be able to have several weapons and that it would require to much work from the graphical artists. So we decided to […]

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Program: Game Design

BGP #6

Welcome back to Causality!
Today I will talk about what I accompliced at week 6! During week 6 I had to implement  new features to our game, and here I will explain why and how. The reason we decided to add new features was because we had been talking to one of our teachers and realized that we wouln’t be able to have several weapons and that it would require to much work from the graphical artists. So we decided to […]

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Program: Game Design

BGP #5

Welcome back to Causality!
Today I will talk about what I have accomplised during week 5 of the production of Causalityly. During week 5 I implemented a life stealing ability for the player, how and why I implemented life steal I will tell you now. Causality needed a unique game feature so after brain storming we came up with the idea that you would be able to enter another dimension. In the other dimension you had would have the ability to […]

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Program: Game Design

BGP #5

Welcome back to Causality!
Today I will talk about what I have accomplised during week 5 of the production of Causalityly. During week 5 I implemented a life stealing ability for the player, how and why I implemented life steal I will tell you now. Causality needed a unique game feature so after brain storming we came up with the idea that you would be able to enter another dimension. In the other dimension you had would have the ability to […]

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Program: Game Design

BGP #4

Welcome back to Causality!
Today I will talk about what has been accomplised during week 4! I will talk about why and how I implemented a special evasive maneuver for our game Causality. The reason we wanted an evasive maneuver was to increase the players mobility but also to help the player evade attacks and move away from enemies. So this evasive maneuver had to be something that could be used fast and move the player away if necessary from combat […]

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Program: Game Design

BGP #4

Welcome back to Causality!
Today I will talk about what has been accomplised during week 4! I will talk about why and how I implemented a special evasive maneuver for our game Causality. The reason we wanted an evasive maneuver was to increase the players mobility but also to help the player evade attacks and move away from enemies. So this evasive maneuver had to be something that could be used fast and move the player away if necessary from combat […]

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Program: Game Design

BGP #3

Welcome back to Causality!
Today I will talk about what have happend during week 3 while working on Causality so this time I will focus on how I got our camera to look at the enemies from behind the player using my own function the lock on. . When working on the lock on function for the camera I cooperated with my lead programmer.
We wanted to be able to lock the camera behind the player so the player could face […]

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Program: Game Design

BGP #3

Welcome back to Causality!
Today I will talk about what have happend during week 3 while working on Causality so this time I will focus on how I got our camera to look at the enemies from behind the player using my own function the lock on. . When working on the lock on function for the camera I cooperated with my lead programmer.
We wanted to be able to lock the camera behind the player so the player could face […]

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Program: Game Design

BGP #2

Welcome back to Causality!
Today I will talk about what I accompliced this week by focusing on my work with the camera in our game and how it affects the use of movement in our game. We began by using a unity’s transform function called LookAt which changes the rotation of the camera to face an object, the object was the player then rotate the camera around the player by changing it position with the controller in a sphere.
So now […]

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Program: Game Design

BGP #2

Welcome back to Causality!
Today I will talk about what I accompliced this week by focusing on my work with the camera in our game and how it affects the use of movement in our game. We began by using a unity’s transform function called LookAt which changes the rotation of the camera to face an object, the object was the player then rotate the camera around the player by changing it position with the controller in a sphere.
So now […]

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Program: Game Design

BGP #1

Welcome to Causality!
My name is Christoffer Lövdahl and I’m a design Programmer for the team Yggdrasil working on the design concept Causality in Unity.
Causality is an Action RPG viewed from a third person’s perspective that is focused on adventuring and fighting inside a dungeon environment.
The player controls his character and is able to use a few basic attacks and also additional abilities and will face challenging monsters where you have to read and understand them to win. Causality take place […]

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Program: Game Design

BGP #1

Welcome to Causality!
My name is Christoffer Lövdahl and I’m a design Programmer for the team Yggdrasil working on the design concept Causality in Unity.
Causality is an Action RPG viewed from a third person’s perspective that is focused on adventuring and fighting inside a dungeon environment.
The player controls his character and is able to use a few basic attacks and also additional abilities and will face challenging monsters where you have to read and understand them to win. Causality take place […]

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Program: Game Design

Amenti 6

The last week prior GGC. I spent most of my time on different menus of sorts and also did some bugfixes. At this point the mechanics in the game felt great so we pretty much just had to playtest a lot and fix minor bugs in the game. We also needed to add some more feedback, you can almost always add more feedback it feels like.
 
Mainmenu:
I made a mainmenu in a quite early stage of the development which we had […]

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Program: Programming

Amenti 6

The last week prior GGC. I spent most of my time on different menus of sorts and also did some bugfixes. At this point the mechanics in the game felt great so we pretty much just had to playtest a lot and fix minor bugs in the game. We also needed to add some more feedback, you can almost always add more feedback it feels like.
 
Mainmenu:
I made a mainmenu in a quite early stage of the development which we had […]

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Program: Programming

Rune Mages – Spell Prototypes, Part 1

A few weeks into the project I had got a hang on the particle system in Unity and we had decided what kind of spells that were going to be in the game. This ment that I could start prototyping these spells as particle effects. Our spells were divided into three groups; one rune spell, two rune spell and three rune spell. For our alpha test we wanted to have the one rune spells ready since they are the simplest […]

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Program: Graphics

Rune Mages – Spell Prototypes, Part 1

A few weeks into the project I had got a hang on the particle system in Unity and we had decided what kind of spells that were going to be in the game. This ment that I could start prototyping these spells as particle effects. Our spells were divided into three groups; one rune spell, two rune spell and three rune spell. For our alpha test we wanted to have the one rune spells ready since they are the simplest […]

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Program: Graphics

Beta

week 6
This week was beta which meant full on polish so that the we could have something stable to show to the beta testers and jurors. Doing a little bit of everything is crucial when nearing a deadline so as Iv’e done every time i jumped on any task that needed to be done at the time. It was mostly continuation of AI but also fixing with some of the spells, animations and level design that was needed
After the beta i […]

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Program: Programming

Beta

week 6
This week was beta which meant full on polish so that the we could have something stable to show to the beta testers and jurors. Doing a little bit of everything is crucial when nearing a deadline so as Iv’e done every time i jumped on any task that needed to be done at the time. It was mostly continuation of AI but also fixing with some of the spells, animations and level design that was needed
After the beta i […]

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Program: Programming

2nd Play test

week 5
This week for me went into more tweaking of the caster as well as polishing the AI a bit more for the upcoming play-test so that we could test their difficulty and see how players reacted to them,
I also had to go into level building a bit so that the level would be done on time. I added bounds to the level to keep the player from clipping into stuff and leaving the level. This mostly just took a […]

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Program: Programming

2nd Play test

week 5
This week for me went into more tweaking of the caster as well as polishing the AI a bit more for the upcoming play-test so that we could test their difficulty and see how players reacted to them,
I also had to go into level building a bit so that the level would be done on time. I added bounds to the level to keep the player from clipping into stuff and leaving the level. This mostly just took a […]

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Program: Programming

Casting Fog

Now I’m back for the last few posts.
Week 4
AI takes time to implement so a lot of this week went to implementing the caster and it’s mechanics. More bugs and fixes ensures when implementing new things and this was no exception. path-finding not working as intended and attacks not happening but most of them where easily fixed even though they might have taken some time.
Towards the end of the week i implemented an asset that we actually bought from the […]

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Program: Programming

Casting Fog

Now I’m back for the last few posts.
Week 4
AI takes time to implement so a lot of this week went to implementing the caster and it’s mechanics. More bugs and fixes ensures when implementing new things and this was no exception. path-finding not working as intended and attacks not happening but most of them where easily fixed even though they might have taken some time.
Towards the end of the week i implemented an asset that we actually bought from the […]

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Program: Programming