Browsing '2015': Students starting in 2015
AI.. or a very simplified version of it
Hiya all!
So we decided that we needed some sort of critters running around in our game looking dumb, and they needed some sort of AI. This meant creating something that runs around randomly but always looks at Olivia. But we also wanted them to stay somewhat together, so some form of flocking is needed to create this.
At first I made two classes, one called Critters which all the critters would inherit from. Then I made the crittermanager, which would initialize […]
AI.. or a very simplified version of it
Hiya all!
So we decided that we needed some sort of critters running around in our game looking dumb, and they needed some sort of AI. This meant creating something that runs around randomly but always looks at Olivia. But we also wanted them to stay somewhat together, so some form of flocking is needed to create this.
At first I made two classes, one called Critters which all the critters would inherit from. Then I made the crittermanager, which would initialize […]
Somnium – Dream Transition
During our final course of spring 2017 at Uppsala University – Department of Game Design at Campus Gotland we’ve formed teams with about 4-7 members that will make a Game to be displayed at Gotland Game Conference at the end of the course. The restrictions for the game’s subject is a free choice but the content will only be a demo of the completed game, a vertical slice, a proof of concept. Thus, the demo will be fairly short but other […]
Somnium – Dream Transition
During our final course of spring 2017 at Uppsala University – Department of Game Design at Campus Gotland we’ve formed teams with about 4-7 members that will make a Game to be displayed at Gotland Game Conference at the end of the course. The restrictions for the game’s subject is a free choice but the content will only be a demo of the completed game, a vertical slice, a proof of concept. Thus, the demo will be fairly short but other […]
BGP2017 – Interacting with objects
In the game there are various objects and tools you need to interact with. The current implementation has been to ray cast towards a direction and interacting with anything which it hits. There was also no visual indication of what you could pick up. This made it very unclear as to when and what they could interact with.
To solve this some changes had to be made. Previously checking if there was something to interact with was only done when the […]
BGP2017 – Interacting with objects
In the game there are various objects and tools you need to interact with. The current implementation has been to ray cast towards a direction and interacting with anything which it hits. There was also no visual indication of what you could pick up. This made it very unclear as to when and what they could interact with.
To solve this some changes had to be made. Previously checking if there was something to interact with was only done when the […]
BGP – Day 39
Working on the Report
During this day all my time went into working on my report and preparing for an early opposition of the report. There is not much to add here!
As the game stands, we did not get nominated for SGA, but we will keep on polishing the game towards GGC this weekend. This include some minor tweaks and getting a stable frame rate. That is about it, I will make another post if I create anything new this week. […]
BGP – Day 39
Working on the Report
During this day all my time went into working on my report and preparing for an early opposition of the report. There is not much to add here!
As the game stands, we did not get nominated for SGA, but we will keep on polishing the game towards GGC this weekend. This include some minor tweaks and getting a stable frame rate. That is about it, I will make another post if I create anything new this week. […]
Writing a pitch
As the producer one of my responsibilities is to write the pitch for Gotland Game Conference. Each game that is participating in GGC gets five minutes to pitch their game in front of the jurors.
The pitch for Amenti has gone through many iterations, starting off in early December when we first came up with the idea and started to put it through the pitching process to get greenlighted for BGP.
I have reused some of that material, but I have rewritten […]
Writing a pitch
As the producer one of my responsibilities is to write the pitch for Gotland Game Conference. Each game that is participating in GGC gets five minutes to pitch their game in front of the jurors.
The pitch for Amenti has gone through many iterations, starting off in early December when we first came up with the idea and started to put it through the pitching process to get greenlighted for BGP.
I have reused some of that material, but I have rewritten […]
BGP #4
After the first stage of the Hud and spells their was play tests that had to be done in order to see any mistakes or something that could be done better. Which their was of course. I needed to tweak everything, make it align with the screen and put it at the most fitted locations. One difficult thing I stumble upon was the spells, to get the cool-down of it just right. That the spell goes darker if you activate […]
BGP #4
After the first stage of the Hud and spells their was play tests that had to be done in order to see any mistakes or something that could be done better. Which their was of course. I needed to tweak everything, make it align with the screen and put it at the most fitted locations. One difficult thing I stumble upon was the spells, to get the cool-down of it just right. That the spell goes darker if you activate […]
BGP #3
The HUD took some time to finish because of all the bars and how they would decrease. The players hud contains an health, stamina and a dimension bar, the health bar decreases if the player gets hit by the boss and can only be increased if the player jumps into the dimension state in order to life steal of the boss. The stamina bar decreases if the player; run, sprint, roll, any kind of attack or lands an successful block. […]
BGP #3
The HUD took some time to finish because of all the bars and how they would decrease. The players hud contains an health, stamina and a dimension bar, the health bar decreases if the player gets hit by the boss and can only be increased if the player jumps into the dimension state in order to life steal of the boss. The stamina bar decreases if the player; run, sprint, roll, any kind of attack or lands an successful block. […]
BGP Four: Progress report
It’s the day of the beta (May 18th), and the jury reviewing our game decided it’s good enough for GGC! Now for tweaking and polishing until GGC starts next weekend.
This week has so far felt like a mad dash to the finish line. Unfortunately I also caught some kind of flu which leaves me working from home AND working less than I’d like. Despite all this, our lead designer and I have managed to spice up and polish our level, replacing placeholders […]
BGP Four: Progress report
It’s the day of the beta (May 18th), and the jury reviewing our game decided it’s good enough for GGC! Now for tweaking and polishing until GGC starts next weekend.
This week has so far felt like a mad dash to the finish line. Unfortunately I also caught some kind of flu which leaves me working from home AND working less than I’d like. Despite all this, our lead designer and I have managed to spice up and polish our level, replacing placeholders […]
”Field study”
Hello again!
Last time I spoke about the pulsating sludge that is covering a field in the nightmare. When Olivia transforms the nightmare to a pleasant dream, the surroundings change and I wish to share what the field looks like then.
To start with, the field comes right after the player leaves the representation of Olivias old home. The setting is that she used to live on the countryside, hence the setting. However, the field is ruined in the nightmare. On the […]
”Field study”
Hello again!
Last time I spoke about the pulsating sludge that is covering a field in the nightmare. When Olivia transforms the nightmare to a pleasant dream, the surroundings change and I wish to share what the field looks like then.
To start with, the field comes right after the player leaves the representation of Olivias old home. The setting is that she used to live on the countryside, hence the setting. However, the field is ruined in the nightmare. On the […]
ORC DISMEMBERMENT! Week 3
HI!
This week I’ve been making some adjustments to the orcs body rig and finished off the face rig. Amputated legs and arms has also been created and rigged. I’ve dedicated allot of time on developing a good rig that without too many bones will provide the orc with some nice face expression capabilities.
Solving how the amputation system should work has been a task that I’ve tackled this week and some body rig and mesh changes had to be made because […]
ORC DISMEMBERMENT! Week 3
HI!
This week I’ve been making some adjustments to the orcs body rig and finished off the face rig. Amputated legs and arms has also been created and rigged. I’ve dedicated allot of time on developing a good rig that without too many bones will provide the orc with some nice face expression capabilities.
Solving how the amputation system should work has been a task that I’ve tackled this week and some body rig and mesh changes had to be made because […]
Creating the walls
Hello!
In this blog post I’m going to talk about the walls for the game that I made. As I was planning for the walls I started to do a little research on how others go about doing a modular environment and the textures.
After I got the metrics for the game on how big the walls should be I started to make a simple wall. The next step was to create a trim sheet. I made high poly panels for the […]
Creating the walls
Hello!
In this blog post I’m going to talk about the walls for the game that I made. As I was planning for the walls I started to do a little research on how others go about doing a modular environment and the textures.
After I got the metrics for the game on how big the walls should be I started to make a simple wall. The next step was to create a trim sheet. I made high poly panels for the […]
Week 6 : Beta and the re-design of UI systems
The pre-beta playtest has come and gone, lending a number of reviews with information we were mostly already aware of. However, this was still a critical event as this confirms the need for re-designing the game in some key areas, including the very system we use to move our players and let them take actions. This blog post will thus detail the design work done before the feature freeze to come, rather than the producer side of handling the beta […]
Week 6 : Beta and the re-design of UI systems
The pre-beta playtest has come and gone, lending a number of reviews with information we were mostly already aware of. However, this was still a critical event as this confirms the need for re-designing the game in some key areas, including the very system we use to move our players and let them take actions. This blog post will thus detail the design work done before the feature freeze to come, rather than the producer side of handling the beta […]