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Blog 02-03-2017 Daniel Ahlberg Game Design 2

Hey folks reading this, Daniel the designer of team Pricolici here.
This blogpost i Will be explain the design behind the level of the game. If you read the second blog you know that i have already discussed the level of the game, but the first level that was designed for the alpha, and not for a complete game.  
 
There are two rules for me creating an level for the game.
 

I can’t have the exact encounter twice, there have to […]

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Program: Game Design

Blog 02-03-2017 Daniel Ahlberg Game Design 2

Hey folks reading this, Daniel the designer of team Pricolici here.
This blogpost i Will be explain the design behind the level of the game. If you read the second blog you know that i have already discussed the level of the game, but the first level that was designed for the alpha, and not for a complete game.  
 
There are two rules for me creating an level for the game.
 

I can’t have the exact encounter twice, there have to […]

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Program: Game Design

Moth game: Extending the editor

Ineffective solutions
We’re getting dangerously close to reaching the beta milestone of our game, meaning all the features should be done. To show off all the amazing features we need a level. One of those amazing features is a spider that walks along a path and jumps at you if you get too close. One of the problems I set out to solve this week was the difficulty of actually defining the path a spider follows. Until now, the way we made the […]

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Program: Programming

Moth game: Extending the editor

Ineffective solutions
We’re getting dangerously close to reaching the beta milestone of our game, meaning all the features should be done. To show off all the amazing features we need a level. One of those amazing features is a spider that walks along a path and jumps at you if you get too close. One of the problems I set out to solve this week was the difficulty of actually defining the path a spider follows. Until now, the way we made the […]

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Program: Programming

Implementing animations

Fourth blog. I might even be excited if I had something interesting to write about. Unfortunately I don’t. I’ve been implementing the animations lately, and adding sound effects as well. But there really isn’t anything to say about the sound effects so I’m forced to recount my numerous failures in implementing animations, “sigh”….oh well, let’s get to it.
What?
An animation is essentially just a moving picture. In fact in 2D that’s all it is really. It’s how these pictures are manipulated […]

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Program: Programming

Implementing animations

Fourth blog. I might even be excited if I had something interesting to write about. Unfortunately I don’t. I’ve been implementing the animations lately, and adding sound effects as well. But there really isn’t anything to say about the sound effects so I’m forced to recount my numerous failures in implementing animations, “sigh”….oh well, let’s get to it.
What?
An animation is essentially just a moving picture. In fact in 2D that’s all it is really. It’s how these pictures are manipulated […]

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Program: Programming

Frog – Animations

This week I have worked on animating the frog enemy that I drew a couple of weeks ago. As of now, it is meant to be stationary, but I might have to make an animation of it rotating in place in the future, if that decision changes.
I have made one idle animation, as well as two versions of an attack animation, both in Photoshop. The idle animation is pretty simple, with the only movement being the eyes and the vocal […]

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Program: Graphics

Frog – Animations

This week I have worked on animating the frog enemy that I drew a couple of weeks ago. As of now, it is meant to be stationary, but I might have to make an animation of it rotating in place in the future, if that decision changes.
I have made one idle animation, as well as two versions of an attack animation, both in Photoshop. The idle animation is pretty simple, with the only movement being the eyes and the vocal […]

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Program: Graphics

3/2 review

For the duration of this last sprint i have spent a considerable amount of my time faffing about in various parts of the unity inspector wherein i’ve been working quite a lot with unity’s particle system Shuriken. I have for one been working with modifying or already extant ambient particle system to make it appear all across the level as well as changed and experimented with a handful of other settings.
But enough filling out the word quota, the asset i’m […]

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Program: Graphics

3/2 review

For the duration of this last sprint i have spent a considerable amount of my time faffing about in various parts of the unity inspector wherein i’ve been working quite a lot with unity’s particle system Shuriken. I have for one been working with modifying or already extant ambient particle system to make it appear all across the level as well as changed and experimented with a handful of other settings.
But enough filling out the word quota, the asset i’m […]

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Program: Graphics

Online Leaderboard!

BLOG POST #4
The winning condition of the game that I am working on in my group is to achieve the highest score, staying alive as long as possible. For this reason, a highscore system was necessary in order to keep track of the highest score of each person that played our game.
During the group meetings, we discussed to have a tutorial in the beginning of the game. As usual, we gamers know that playing a tutorial is a little bit boring and […]

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Program: Programming

Online Leaderboard!

BLOG POST #4
The winning condition of the game that I am working on in my group is to achieve the highest score, staying alive as long as possible. For this reason, a highscore system was necessary in order to keep track of the highest score of each person that played our game.
During the group meetings, we discussed to have a tutorial in the beginning of the game. As usual, we gamers know that playing a tutorial is a little bit boring and […]

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Program: Programming

Precision Training and Polishing Line Art

Last week I finished most rough enemy animations for the game Revenge of Teddy, so this week I have been able to continue on to polishing line art for them. As I usually prefer speed over precision, I seldom draw very precise line art and instead leave my drawings at a somewhat sketchy phase. I have therefore taken this opportunity to deliberately focus on improving my precision as I have polished the line art of the rough animations.
I went over each […]

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Program: Graphics

Precision Training and Polishing Line Art

Last week I finished most rough enemy animations for the game Revenge of Teddy, so this week I have been able to continue on to polishing line art for them. As I usually prefer speed over precision, I seldom draw very precise line art and instead leave my drawings at a somewhat sketchy phase. I have therefore taken this opportunity to deliberately focus on improving my precision as I have polished the line art of the rough animations.
I went over each […]

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Program: Graphics

Sound Script

This week has sadly been a very slow week when it comes to the current game design work due to me catching a fever and needing to rest. As such I haven’t had the ability to do the work that I needed.
However I did manage to get a script working in the game that allows a sound effect for when you take damage.
When I started with this task I first tried at first to use the same method as last […]

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Sound Script

This week has sadly been a very slow week when it comes to the current game design work due to me catching a fever and needing to rest. As such I haven’t had the ability to do the work that I needed.
However I did manage to get a script working in the game that allows a sound effect for when you take damage.
When I started with this task I first tried at first to use the same method as last […]

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Level Transition

Our game is in the final stages of being complete, so at the moment we are focusing on visual polish, fixing any bugs we can find and improving the art assets. As far as visual polish goes from a programming perspective, this week I was tasked with doing the level transition for the game. Currently it operates on a never endless mode where after all the waves have passed, the game restarts with more difficult enemies and will continue to […]

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Program: Programming

Level Transition

Our game is in the final stages of being complete, so at the moment we are focusing on visual polish, fixing any bugs we can find and improving the art assets. As far as visual polish goes from a programming perspective, this week I was tasked with doing the level transition for the game. Currently it operates on a never endless mode where after all the waves have passed, the game restarts with more difficult enemies and will continue to […]

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Program: Programming

Master grapher

Pop ups
In our game we use space to pick up objects. To teach the player the controls we decided to have small prompts pop up when the player approaches something grabbable. After the player has picked up the object once, the prompt will no longer appear.
The concept for the pop up window.
The red circle in the image is a trigger collider, which spawns the prompt window as a game object when triggered. But having the prompt just appear out of […]

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Program: Programming

Master grapher

Pop ups
In our game we use space to pick up objects. To teach the player the controls we decided to have small prompts pop up when the player approaches something grabbable. After the player has picked up the object once, the prompt will no longer appear.
The concept for the pop up window.
The red circle in the image is a trigger collider, which spawns the prompt window as a game object when triggered. But having the prompt just appear out of […]

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Program: Programming

Trail Rendering #5SD064

I’ve been working with unity’s in built trail rendering system this week. In our alpha demonstration and on from other occasions we’ve received critique about not giving the player feedback from using a teleport function.
My first thought was to have particles appear in connection with using the teleport, but just before I was to sit down and work with it I learnt about unity’s Trail render component, I thought that it would be easier to use that.
My first problem that […]

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Program: Game Design

Trail Rendering #5SD064

I’ve been working with unity’s in built trail rendering system this week. In our alpha demonstration and on from other occasions we’ve received critique about not giving the player feedback from using a teleport function.
My first thought was to have particles appear in connection with using the teleport, but just before I was to sit down and work with it I learnt about unity’s Trail render component, I thought that it would be easier to use that.
My first problem that […]

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Program: Game Design

Blog 4

This week I have once more been dealing with the trouble of not having a working tablet. Earlier I thought it was the cable, but it was more complicated than that.

I have been working on a lot this week, but what I have been spending most time on, is once more the fire-bird. This time, I have been working more on the colour, and making it look like it is burning and this is how I did it:
Last time I […]

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Program: Graphics

Blog 4

This week I have once more been dealing with the trouble of not having a working tablet. Earlier I thought it was the cable, but it was more complicated than that.

I have been working on a lot this week, but what I have been spending most time on, is once more the fire-bird. This time, I have been working more on the colour, and making it look like it is burning and this is how I did it:
Last time I […]

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Program: Graphics