Browsing '2015': Students starting in 2015
Desolate Echo – Week 3
This week I’ve been working on some art and animation for our game, Desolate Echo (subject to change). We’re going to have a giant crystal-encrusted, spider-like boss that can perform various types of attacks, the most common being swipes and stabs with its front legs.
One of the artifacts that I’ve been working on this week is an animation for one of the stabs. So far it looks like this:
This is the “praparation-for-attack” animation that will give the player some time […]
Desolate Echo – Week 3
This week I’ve been working on some art and animation for our game, Desolate Echo (subject to change). We’re going to have a giant crystal-encrusted, spider-like boss that can perform various types of attacks, the most common being swipes and stabs with its front legs.
One of the artifacts that I’ve been working on this week is an animation for one of the stabs. So far it looks like this:
This is the “praparation-for-attack” animation that will give the player some time […]
Moving in circles
If you want to move around a 2D planet while still being able to loop around, you have a few options. You could have the ground be flat like any other 2D game and loop one edge to the other, having your characters move just like any other 2D game. Or you could make the ground an actual circle and make your characters orbit around it using basic trigonometrics. We (or, well, I) decided to do the latter.
Moving in circles
If you want to move around a 2D planet while still being able to loop around, you have a few options. You could have the ground be flat like any other 2D game and loop one edge to the other, having your characters move just like any other 2D game. Or you could make the ground an actual circle and make your characters orbit around it using basic trigonometrics. We (or, well, I) decided to do the latter.
Moving in circles
If you want to move around a 2D planet while still being able to loop around, you have a few options. You could have the ground be flat like any other 2D game and loop one edge to the other, having your characters move just like any other 2D game. Or you could make the ground an actual circle and make your characters orbit around it using basic trigonometrics. We (or, well, I) decided to do the latter.
Moving in circles
If you want to move around a 2D planet while still being able to loop around, you have a few options. You could have the ground be flat like any other 2D game and loop one edge to the other, having your characters move just like any other 2D game. Or you could make the ground an actual circle and make your characters orbit around it using basic trigonometrics. We (or, well, I) decided to do the latter.
Moving in circles
If you want to move around a 2D planet while still being able to loop around, you have a few options. You could have the ground be flat like any other 2D game and loop one edge to the other, having your characters move just like any other 2D game. Or you could make the ground an actual circle and make your characters orbit around it using basic trigonometrics. We (or, well, I) decided to do the latter.
The reasoning behind […]
Moving in circles
If you want to move around a 2D planet while still being able to loop around, you have a few options. You could have the ground be flat like any other 2D game and loop one edge to the other, having your characters move just like any other 2D game. Or you could make the ground an actual circle and make your characters orbit around it using basic trigonometrics. We (or, well, I) decided to do the latter.
The reasoning behind […]
Blogginlägg nr 1
Hittills den här veckan har jag jobbat med att få färdigt de sista prototyperna, ”turrets” och ”power-up EMP” dvs. Utöver det har jag även implementerat lite olika texturer här och där som grafikerna ändrat eller blivit klara med och justerat en del saker rent allmänt. I detta blogginlägget tänkte jag endast skriva om turrets:en dock.
När jag började och skulle koda turrets:en så hade jag gjort sen innan en klass som heter ”TurretSlot” så jag hade redan positionerna för var man skulle kunna […]
Blogginlägg nr 1
Hittills den här veckan har jag jobbat med att få färdigt de sista prototyperna, ”turrets” och ”power-up EMP” dvs. Utöver det har jag även implementerat lite olika texturer här och där som grafikerna ändrat eller blivit klara med och justerat en del saker rent allmänt. I detta blogginlägget tänkte jag endast skriva om turrets:en dock.
När jag började och skulle koda turrets:en så hade jag gjort sen innan en klass som heter ”TurretSlot” så jag hade redan positionerna för var man skulle kunna […]
Group 4 – Mermaid River Blog Post #1
Hello there!
I am Maximilian Bergström of Space Shooter game project Group 4. I am currently the group’s main animator. Our group is made up of three programmers and tree graphics designers.
As for the set up that we have going right now we have chosen to divide the graphics into the categories animation, lineart and coloring. We have decided to do things this way to make sure that everyone always have something to work on and to make sure that the […]
Group 4 – Mermaid River Blog Post #1
Hello there!
I am Maximilian Bergström of Space Shooter game project Group 4. I am currently the group’s main animator. Our group is made up of three programmers and tree graphics designers.
As for the set up that we have going right now we have chosen to divide the graphics into the categories animation, lineart and coloring. We have decided to do things this way to make sure that everyone always have something to work on and to make sure that the […]
Commander Victoria Brevitt
Det här med bloggande var tydligen helt min grej, ett inlägg på fyra månader! I will do better, oh great one…
Jag tillhör grupp 17; (long live the Anteater-Dragons!) Vi har, pecis som ett par andra grupper, valt att arbeta med konceptet för Planet Suburbia. Under vår första vecka tog jag djärvt på mig uppgiften att designa befälhavaren till vår tolkning av spelet: Commander Victoria Brevitt dyker upp som en av tre ospelbara karaktärer i spelet, hon står för en stor […]
Commander Victoria Brevitt
Det här med bloggande var tydligen helt min grej, ett inlägg på fyra månader! I will do better, oh great one…
Jag tillhör grupp 17; (long live the Anteater-Dragons!) Vi har, pecis som ett par andra grupper, valt att arbeta med konceptet för Planet Suburbia. Under vår första vecka tog jag djärvt på mig uppgiften att designa befälhavaren till vår tolkning av spelet: Commander Victoria Brevitt dyker upp som en av tre ospelbara karaktärer i spelet, hon står för en stor […]
Blog week 1 – Asteroid animations
My name is Malin Runsten Fredriksson and I’m currently working on a 2D space shooter project called ”Space Giraffa”. To summarize the game; it’s about a giraffe called ”Giraffa” who is kidnapped by aliens along with its family to outer space and is heavily experimented on. Luckily she manages to escape and flies towards the enormous army of aliens to find her missing family members. The game is an auto-sidescroller with enemies and obstacles coming in from the right side […]
Blog week 1 – Asteroid animations
My name is Malin Runsten Fredriksson and I’m currently working on a 2D space shooter project called ”Space Giraffa”. To summarize the game; it’s about a giraffe called ”Giraffa” who is kidnapped by aliens along with its family to outer space and is heavily experimented on. Luckily she manages to escape and flies towards the enormous army of aliens to find her missing family members. The game is an auto-sidescroller with enemies and obstacles coming in from the right side […]
Spelutveckling Vecka 3
Föregående vecka påbörjade jag att skissa på sprites till huvudkaraktären, en där han springer och en där han simmar. Jag påbörjade även att färglägga/sätta ut ett färgschema för att få en helhet på karaktären. Jag blev dock ombedd av vår Lead Artist att vänta med att färgläggningen då han skulle rita upp en style guide och vilken färg pallett spelets bakgrund skulle ha. Genom den kan man sedan se vilka färger som är mest lämpliga att välja för huvudkaraktären, som […]
Spelutveckling Vecka 3
Föregående vecka påbörjade jag att skissa på sprites till huvudkaraktären, en där han springer och en där han simmar. Jag påbörjade även att färglägga/sätta ut ett färgschema för att få en helhet på karaktären. Jag blev dock ombedd av vår Lead Artist att vänta med att färgläggningen då han skulle rita upp en style guide och vilken färg pallett spelets bakgrund skulle ha. Genom den kan man sedan se vilka färger som är mest lämpliga att välja för huvudkaraktären, som […]
Week 2 & 3 of creating the game
This week’s main focus has been on the full completion of the game design document as well as creating/writing the foundation for the narrative and story. As usual the week started of quite slow but the pace has gradually increased since monday with the amount of work requiring to get done quickly blooming.
First objective that needed to get done was the regulations/rules part for the game design document. Deciding how the player wins the game, how they lose the game, if there’s any score-system, how the player […]
Week 2 & 3 of creating the game
This week’s main focus has been on the full completion of the game design document as well as creating/writing the foundation for the narrative and story. As usual the week started of quite slow but the pace has gradually increased since monday with the amount of work requiring to get done quickly blooming.
First objective that needed to get done was the regulations/rules part for the game design document. Deciding how the player wins the game, how they lose the game, if there’s any score-system, how the player […]
[5SD033] Plane AI, States and Behaviour
Above; flowchart describing briefly how the AI moves between states according to conditions.
This week has been dedicated to the planning and structuring of a simple AI and the various behaviours necessary to facilitate a basic enemy plane.
The underlying structure is a finite state machine, a set of coded behaviours that are switched when specified conditions are met.
The desired behaviour of the plane is based on the stealth elements of the game, requiring it to patrol certain routes until it finds […]
[5SD033] Plane AI, States and Behaviour
Above; flowchart describing briefly how the AI moves between states according to conditions.
This week has been dedicated to the planning and structuring of a simple AI and the various behaviours necessary to facilitate a basic enemy plane.
The underlying structure is a finite state machine, a set of coded behaviours that are switched when specified conditions are met.
The desired behaviour of the plane is based on the stealth elements of the game, requiring it to patrol certain routes until it finds […]