Browsing '2015': Students starting in 2015

GGC and Computers

Hello!
GGC is over for this year! We had a lot of people playing our game and it was fun. First of im happy about the feedback we got for our art in the game, this was one of my personal goals that this game would look great, and I think we did a pretty good job. As for the gameplay and the puzzles, the feedback we got was good and diverse but we should just have playtest it more to […]

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Program: Graphics

GGC and Computers

Hello!
GGC is over for this year! We had a lot of people playing our game and it was fun. First of im happy about the feedback we got for our art in the game, this was one of my personal goals that this game would look great, and I think we did a pretty good job. As for the gameplay and the puzzles, the feedback we got was good and diverse but we should just have playtest it more to […]

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Program: Graphics

BGP2017 – Week 2

Character Controller
To handle the movement of tools and avatars in the game we need a Character Controller. Unity does have a standard component for Character controllers, which is cool. However it still only supports capsule colliders, Which is a problem as we have a stretcher and an axe which would not work with capsule colliders.
Now, there are two options: Either you go for a Rigid body controller or you go for a custom character controller with support for a Box […]

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Program: Programming

BGP2017 – Week 2

Character Controller
To handle the movement of tools and avatars in the game we need a Character Controller. Unity does have a standard component for Character controllers, which is cool. However it still only supports capsule colliders, Which is a problem as we have a stretcher and an axe which would not work with capsule colliders.
Now, there are two options: Either you go for a Rigid body controller or you go for a custom character controller with support for a Box […]

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Program: Programming

The end of a project

So that’s that. Our dear game Somnium is finally finished. What’s more is that we participated in the Gotland Game conference and it was such a blast. Not only to have people play our game, but also to play the games that everyone else had made. The level of creativity really took me for a spin this year!
With these ten weeks in minds, it’s been such a rewarding experience. It’s been a rollercoaster for sure, but a fun one! I’m […]

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Program: Graphics

The end of a project

So that’s that. Our dear game Somnium is finally finished. What’s more is that we participated in the Gotland Game conference and it was such a blast. Not only to have people play our game, but also to play the games that everyone else had made. The level of creativity really took me for a spin this year!
With these ten weeks in minds, it’s been such a rewarding experience. It’s been a rollercoaster for sure, but a fun one! I’m […]

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Program: Graphics

Week 9, Last sprint and GGC

Hello everyone!
The last sprint before GGC, aswell as GGC itself is now over!
It has been a blast to work on this project and i´ve learned a lot, especially about Unreal Engine 4.  It had its ups and downs, nothing is perfect.
However the project itself has inspired me to learn basic code so that i can prototype games.
To communicate ideas is an important part of the work, and with a prototype, that is one additional way of communication. I also wish […]

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Program: Graphics

Week 9, Last sprint and GGC

Hello everyone!
The last sprint before GGC, aswell as GGC itself is now over!
It has been a blast to work on this project and i´ve learned a lot, especially about Unreal Engine 4.  It had its ups and downs, nothing is perfect.
However the project itself has inspired me to learn basic code so that i can prototype games.
To communicate ideas is an important part of the work, and with a prototype, that is one additional way of communication. I also wish […]

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Program: Graphics

Neon Skies – GGC Extra post

We faced a lot of critical problems before GGC and had to remove a lot of content from the game to make it stable and we had problems connecting the computers which took a whole day of GGC away. However, when we finally got it working we realized we had forgotten to make a texture for the first person arms, as such we sat down for 20 minutes before the second day started and fixed a fast version that would […]

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Program: Graphics

Neon Skies – GGC Extra post

We faced a lot of critical problems before GGC and had to remove a lot of content from the game to make it stable and we had problems connecting the computers which took a whole day of GGC away. However, when we finally got it working we realized we had forgotten to make a texture for the first person arms, as such we sat down for 20 minutes before the second day started and fixed a fast version that would […]

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Program: Graphics

[5SD037] Post GGC

Gotland Game Conference is over and it is now back to reality. For those who never heard about GGC before it is an annual held conference hosted by Uppsala University, Campus Gotland, Departement of Game Design. It was my second time attending and I would recommend it to everyone, it is definitely the highlight of the year!

We got a ton of great feedback from almost everyone, which makes really happy and proud to be part of the project. We have also […]

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Program: Programming

[5SD037] Post GGC

Gotland Game Conference is over and it is now back to reality. For those who never heard about GGC before it is an annual held conference hosted by Uppsala University, Campus Gotland, Departement of Game Design. It was my second time attending and I would recommend it to everyone, it is definitely the highlight of the year!

We got a ton of great feedback from almost everyone, which makes really happy and proud to be part of the project. We have also […]

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Program: Programming

Week 4: Rethinking Amutation and Vertex Normals

Hi! This week I’ve been making changes of the orc mesh and redesigned the amputation system.
At the end of week 3 we presented the alpha of goblin doctors. The build did not contain that much of a game but we had the opportunity to find out what players thought of the amputation mechanics. As they worked through the orcs body, chopping of the legs and arms they ended up aiming the amputation axe at the orcs head. They then launched […]

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Program: Graphics

Week 4: Rethinking Amutation and Vertex Normals

Hi! This week I’ve been making changes of the orc mesh and redesigned the amputation system.
At the end of week 3 we presented the alpha of goblin doctors. The build did not contain that much of a game but we had the opportunity to find out what players thought of the amputation mechanics. As they worked through the orcs body, chopping of the legs and arms they ended up aiming the amputation axe at the orcs head. They then launched […]

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Program: Graphics

Blog Post 3, a background story

Hey ho, let’s go!
I will take a break from animations and sound in this post.
As our game takes place on the British Isles in a alternative universe, we thought it would be good to have some information about why there are demons and why the mages you play as fights them. So, I took matter into my own hands and wrote a short story, which follows here;
 
”Long ago, on the island of Albion lived king Duncan along with his queen […]

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Program: Programming

Blog Post 3, a background story

Hey ho, let’s go!
I will take a break from animations and sound in this post.
As our game takes place on the British Isles in a alternative universe, we thought it would be good to have some information about why there are demons and why the mages you play as fights them. So, I took matter into my own hands and wrote a short story, which follows here;
 
”Long ago, on the island of Albion lived king Duncan along with his queen […]

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Program: Programming

BGP Six: Playtest by conference

For the final part of production, we had the opportunity to display our game at the Gotland Game Conference. This was a great chance to see how a wide variety of people respond to the game, and to get feedback!
It was interesting to see how the gameplay experience differed wildly between different people. Some understood it really quickly and managed to make their way through our level in under ten minutes, while others struggled for perhaps half an hour before […]

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Program: Graphics

BGP Six: Playtest by conference

For the final part of production, we had the opportunity to display our game at the Gotland Game Conference. This was a great chance to see how a wide variety of people respond to the game, and to get feedback!
It was interesting to see how the gameplay experience differed wildly between different people. Some understood it really quickly and managed to make their way through our level in under ten minutes, while others struggled for perhaps half an hour before […]

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Program: Graphics

Veckoreflektion Efter Gotland Game Conference

Nu är kursen avslutad och utställningarna på Gotland Game Conference (G.G.C) är bortplockade.
Under G.G.C har vi fått extremt mycket feedback på vårt spel. Detta av varierad karaktär.  Om det skulle göras en summering av feedbacken med tre ord skulle dessa vara: Spelarstyrning, grafik samt Kamera.
Feedbacken på spelarstyrningen var det som upplevdes mest negativt, i princip alla som prövade spelet hade en åsikt om att det var för svårt att styra bilen spelaren körde. Detta gick hand i hand med att AI-bilarna var för svåra för spelarstyrningen.
Däremot […]

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Program: Programming

Veckoreflektion Efter Gotland Game Conference

Nu är kursen avslutad och utställningarna på Gotland Game Conference (G.G.C) är bortplockade.
Under G.G.C har vi fått extremt mycket feedback på vårt spel. Detta av varierad karaktär.  Om det skulle göras en summering av feedbacken med tre ord skulle dessa vara: Spelarstyrning, grafik samt Kamera.
Feedbacken på spelarstyrningen var det som upplevdes mest negativt, i princip alla som prövade spelet hade en åsikt om att det var för svårt att styra bilen spelaren körde. Detta gick hand i hand med att AI-bilarna var för svåra för spelarstyrningen.
Däremot […]

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Program: Programming

Boxing the map.

In the game The Summoning the players are playing on a terrain made in Unity. The CharacterControllers in Unity can handle slopes upwards, but can’t do it downwards. This is the reason to why we need to create boxes on the map, so the players can’t walk out from it.
Firstly we created a object with a collider and gave it a layer which is called ”WorldBoxes”. Now we can decide what can pass trough the boxes changing the physics in the project. Then the boxes gets extended and […]

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Program: Programming

Boxing the map.

In the game The Summoning the players are playing on a terrain made in Unity. The CharacterControllers in Unity can handle slopes upwards, but can’t do it downwards. This is the reason to why we need to create boxes on the map, so the players can’t walk out from it.
Firstly we created a object with a collider and gave it a layer which is called ”WorldBoxes”. Now we can decide what can pass trough the boxes changing the physics in the project. Then the boxes gets extended and […]

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Program: Programming

Part 6: Why agile is great, and where we failed

The second day of GGC has just ended and I need to ventilate regarding the biggest failure of this project. Failing to work in an agile environment.
What is great with working agile is that you during sprint reviews take a step back after adding a feature, evaluating its design and intent.
As we started working on Rune Mages this was indeed planned. However, something happened early on in the project which today can be seen in the game. Most of the […]

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Program: Graphics

Part 6: Why agile is great, and where we failed

The second day of GGC has just ended and I need to ventilate regarding the biggest failure of this project. Failing to work in an agile environment.
What is great with working agile is that you during sprint reviews take a step back after adding a feature, evaluating its design and intent.
As we started working on Rune Mages this was indeed planned. However, something happened early on in the project which today can be seen in the game. Most of the […]

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Program: Graphics