Browsing '2015': Students starting in 2015

sjätte vecka och framåt till veckan innan GGC och slutet för kursen

Det inträffade många olika saker mellan vecka 6 och framåt till nu.
Vi fick göra om flera saker som vi trodde fungera bra, men nätverks delarna i projektet fick en så enkel sak som väg att som är två torn, och vägen mellan tornen var olika segment kom vi upp i en nivå som vi inte kände till att den inte klara av att sköta mer än 999 olika Photonview. i “Photon Netework FrameWork”. efter den var nåd kunde man inte […]

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Program: Programming

sjätte vecka och framåt till veckan innan GGC och slutet för kursen

Det inträffade många olika saker mellan vecka 6 och framåt till nu.
Vi fick göra om flera saker som vi trodde fungera bra, men nätverks delarna i projektet fick en så enkel sak som väg att som är två torn, och vägen mellan tornen var olika segment kom vi upp i en nivå som vi inte kände till att den inte klara av att sköta mer än 999 olika Photonview. i “Photon Netework FrameWork”. efter den var nåd kunde man inte […]

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Program: Programming

The Sling mechanic

In the last blogpost I wrote about cleaning the Demon class and creating a FSM to make it easier to implement new states. Now I have been able to harvest what I sow. Now the Demon player can sling objects against the Human player to inflict damage.  As a start I made a prototype on the sling in one of our offline test scenes beffore the implementation to the real game. This was mostly so that I wouldn’t need to bother with network stuff and other […]

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Program: Programming

The Sling mechanic

In the last blogpost I wrote about cleaning the Demon class and creating a FSM to make it easier to implement new states. Now I have been able to harvest what I sow. Now the Demon player can sling objects against the Human player to inflict damage.  As a start I made a prototype on the sling in one of our offline test scenes beffore the implementation to the real game. This was mostly so that I wouldn’t need to bother with network stuff and other […]

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Program: Programming

The Summoning – Blog Post 3

Hello again!
I am Peo Johansson, a graphical artist and resident sound designer on team Ninja Slice. We’re working on the game concept The Summoning. 
I’ve already gone over the game concept itself in the previous blogs, so for this blog post I’ll just jump straight to the point. This time, I’ll write about a 3D model for a character in our game that I’ve worked on. To be specific, the second type of minion that the real time strategy side player control.
Unlike the minion […]

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Program: Graphics

The Summoning – Blog Post 3

Hello again!
I am Peo Johansson, a graphical artist and resident sound designer on team Ninja Slice. We’re working on the game concept The Summoning. 
I’ve already gone over the game concept itself in the previous blogs, so for this blog post I’ll just jump straight to the point. This time, I’ll write about a 3D model for a character in our game that I’ve worked on. To be specific, the second type of minion that the real time strategy side player control.
Unlike the minion […]

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Program: Graphics

So I made a pause menu

Hi again,
We desperately needed a pause menu, so I decided to make a simple one. Its only functionality is to have some settings in it, restart game, and resume game. The settings in the menu are there to switch between inverted and non inverted camera in the vertical and horizontal axis. The simple functionality is the reason the menu was coded rather quick, and not very dynamic.

Screenshot of the pause menu, design is not final
The screen is divided into two […]

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Program: Programming

So I made a pause menu

Hi again,
We desperately needed a pause menu, so I decided to make a simple one. Its only functionality is to have some settings in it, restart game, and resume game. The settings in the menu are there to switch between inverted and non inverted camera in the vertical and horizontal axis. The simple functionality is the reason the menu was coded rather quick, and not very dynamic.

Screenshot of the pause menu, design is not final
The screen is divided into two […]

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Program: Programming

The Summoning 06

This is the last time that I will write this blog before Gotland Game Conference. This is also the part where I will write about the textures in the game.
For our game, The Summoning, the art style is kind of special. I have mentioned this before in previous posts. So, because the style is like ink on parchment paper the color needed to be minimalistic.
As the lead artist and communication with the producer it was decided to have color only […]

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Program: Graphics

The Summoning 06

This is the last time that I will write this blog before Gotland Game Conference. This is also the part where I will write about the textures in the game.
For our game, The Summoning, the art style is kind of special. I have mentioned this before in previous posts. So, because the style is like ink on parchment paper the color needed to be minimalistic.
As the lead artist and communication with the producer it was decided to have color only […]

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Program: Graphics

update #6 last minute aditions

Since it’s the last week and we are 99% done with all art most of the time is spent polishing all the existing assets.
We are balling around the idea of trying to add some sort off powerps to the game. powerups would be aquired from getting diffrent companies to sponsor your team.
So i made some quick logos for diffrent companies that would give the players car diffrent stat boosts.


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Program: Graphics

update #6 last minute aditions

Since it’s the last week and we are 99% done with all art most of the time is spent polishing all the existing assets.
We are balling around the idea of trying to add some sort off powerps to the game. powerups would be aquired from getting diffrent companies to sponsor your team.
So i made some quick logos for diffrent companies that would give the players car diffrent stat boosts.


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Program: Graphics

BGP #6

My last blog post and I will summarize what I have done until now.
In the beginning of creating our game I started making the camera for the player, the camera did not go as planned and I ended up making 4-5 different cameras with various functions. So I decided that another point of view would be better so I let someone else look at it and I could move on. The next thing was the HUD, the hud contained health, […]

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Program: Programming

BGP #6

My last blog post and I will summarize what I have done until now.
In the beginning of creating our game I started making the camera for the player, the camera did not go as planned and I ended up making 4-5 different cameras with various functions. So I decided that another point of view would be better so I let someone else look at it and I could move on. The next thing was the HUD, the hud contained health, […]

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Program: Programming

Part 5: Some thoughts on Color

Since Rune Mages uses Physically Based Rendering, there are some rules that must be followed for the highest visual fidelity and functionality. There are some general guidelines, such as The Comprehensive PBR Guide, that let’s you understand what values are PBR and which ones who arent. The Marmoset PBR guide is splendid as well.
So, with all these things in consideration, it is important to stay neutral in the albedo’s color. If the albedo is excessively saturated the surface will not remain […]

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Program: Graphics

Part 5: Some thoughts on Color

Since Rune Mages uses Physically Based Rendering, there are some rules that must be followed for the highest visual fidelity and functionality. There are some general guidelines, such as The Comprehensive PBR Guide, that let’s you understand what values are PBR and which ones who arent. The Marmoset PBR guide is splendid as well.
So, with all these things in consideration, it is important to stay neutral in the albedo’s color. If the albedo is excessively saturated the surface will not remain […]

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Program: Graphics

BGP Bloggpost 3

This week I made the head of the boss character. This was a problem area, not the head itself that went pretty well, but the hair which I didn’t even get to work in the end. The thing I tried was the hair and fur modifier in 3ds Max, which looked pretty good but at first I couldn’t convert the hair strands to a mesh which could be used. Then when at last I got it to work the poly […]

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Program: Game Design

BGP Bloggpost 3

This week I made the head of the boss character. This was a problem area, not the head itself that went pretty well, but the hair which I didn’t even get to work in the end. The thing I tried was the hair and fur modifier in 3ds Max, which looked pretty good but at first I couldn’t convert the hair strands to a mesh which could be used. Then when at last I got it to work the poly […]

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Program: Game Design

BGP Bloggpost 2

The first week of BGP I started working on the boss model. As we had the main character Blake mostly done, animation not withstanding I felt the boss character had priority above all else so that is where I started. The producer and me had made the boss design and turnaround before the start of BGP so I could start with the modeling right away.
I set up a box with two reference images, one from the front and one from […]

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Program: Game Design

BGP Bloggpost 2

The first week of BGP I started working on the boss model. As we had the main character Blake mostly done, animation not withstanding I felt the boss character had priority above all else so that is where I started. The producer and me had made the boss design and turnaround before the start of BGP so I could start with the modeling right away.
I set up a box with two reference images, one from the front and one from […]

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Program: Game Design

BGP Bloggpost 1

My name is Stefan Strandberg and I am the Lead Graphical Artist on our game Causality. Causality is a soulslike third person action RPG. It takes place in a fantasy world with some design references from 18th century england.
We are aiming for a challenging and atmospheric game where you need to read your opponents moves and act accordingly to survive. Our vertical slice will be a single challenging boss fight, there will be a corridor where the player can get […]

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Program: Game Design

BGP Bloggpost 1

My name is Stefan Strandberg and I am the Lead Graphical Artist on our game Causality. Causality is a soulslike third person action RPG. It takes place in a fantasy world with some design references from 18th century england.
We are aiming for a challenging and atmospheric game where you need to read your opponents moves and act accordingly to survive. Our vertical slice will be a single challenging boss fight, there will be a corridor where the player can get […]

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Program: Game Design

BGP #5

I just started making a pause menu, so when the player press “Start” on the controller, the game will pause and a menu will appear on the screen. The menu will have a resume, main menu, controls, restart and exit. The resume button is resuming the game, the main menu button goes back to start screen which is the main menu, controls will bring up a picture of the controls again so you can learn the controls better. The restart […]

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Program: Programming

BGP #5

I just started making a pause menu, so when the player press “Start” on the controller, the game will pause and a menu will appear on the screen. The menu will have a resume, main menu, controls, restart and exit. The resume button is resuming the game, the main menu button goes back to start screen which is the main menu, controls will bring up a picture of the controls again so you can learn the controls better. The restart […]

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Program: Programming