Browsing '2016': Students starting in 2016

Dancing Seaweed

Herrow,
Today I made some fun polish and tweaking to the fishbowl carnage that is our interpretation of the Selfish game concept.
Now when most of our animations have been implemented, and most stuff is is running along smoothly whilst still hurrying to get all the stuff into the game before the Beta, I started trying out anima2d. Anima 2d is a downloadable animator tool in Unity which makes animating still pictures easy with its bone structure system.
 
To give the player additional […]

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Program: Graphics

Dancing Seaweed

Herrow,
Today I made some fun polish and tweaking to the fishbowl carnage that is our interpretation of the Selfish game concept.
Now when most of our animations have been implemented, and most stuff is is running along smoothly whilst still hurrying to get all the stuff into the game before the Beta, I started trying out anima2d. Anima 2d is a downloadable animator tool in Unity which makes animating still pictures easy with its bone structure system.
 
To give the player additional […]

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Program: Graphics

Animating Stephen

I am going to write about an artifact I made last week. This artifact is a swimming animation I made for the main character Stephen.
I started out with the placeholder, looking at it and I thinking about how the fin should move to make it look like the player character is swimming. I thought the frame by frame method (which is drawing one frame at a time, to make an animation) would be most suitable for the character considering the […]

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Program: Graphics

Animating Stephen

I am going to write about an artifact I made last week. This artifact is a swimming animation I made for the main character Stephen.
I started out with the placeholder, looking at it and I thinking about how the fin should move to make it look like the player character is swimming. I thought the frame by frame method (which is drawing one frame at a time, to make an animation) would be most suitable for the character considering the […]

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Program: Graphics

Clam Animation

In our game Selfish, we had decided to have clams that you could pick up power ups from. The design of the clams were made by the other artist in our group. So when it was time to start animating things in the game, I set out to animate the clam.

First I got the image from Rebecka, I then duplicated it several times and started to use the warp tool on the different layers to manipulate the image and make […]

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Program: Graphics

Clam Animation

In our game Selfish, we had decided to have clams that you could pick up power ups from. The design of the clams were made by the other artist in our group. So when it was time to start animating things in the game, I set out to animate the clam.

First I got the image from Rebecka, I then duplicated it several times and started to use the warp tool on the different layers to manipulate the image and make […]

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Program: Graphics

Management Things

Hello again! This week’s blog post will mostly focus on management stuff, which I guess will mostly be enjoyed by people that love organizing everything. Otherwise, it’s probably going to be boring. So, just to say something about the status of our game: at the moment, we’re focusing on implementing everything we have before Monday, which will be our second milestone: the Beta.
I think my group is doing a pretty good job at keeping track of everybody’s work and during the span […]

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Management Things

Hello again! This week’s blog post will mostly focus on management stuff, which I guess will mostly be enjoyed by people that love organizing everything. Otherwise, it’s probably going to be boring. So, just to say something about the status of our game: at the moment, we’re focusing on implementing everything we have before Monday, which will be our second milestone: the Beta.
I think my group is doing a pretty good job at keeping track of everybody’s work and during the span […]

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Scaling Light – Progress Indicator

Hello. In this blog post I will talk about creating a object that scales as the player progresses through the level. In our game’s case the object is a light that the player is attracted towards and the closer the player gets to it, it increases in size. If you’d like to learn more about this project you can check my previous blog posts “An Easier Sprint Overview” where I talk about changes to a template that we […]

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Scaling Light – Progress Indicator

Hello. In this blog post I will talk about creating a object that scales as the player progresses through the level. In our game’s case the object is a light that the player is attracted towards and the closer the player gets to it, it increases in size. If you’d like to learn more about this project you can check my previous blog posts “An Easier Sprint Overview” where I talk about changes to a template that we […]

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Tackle the giant, Again. Time for animation!

This week was mainly dedicated to finishing up on last week’s assets and touching up some older ones to make everything more coherent although most of my time was dedicated to cleaning up the main character and animating him again.
Before going into detail about this week’s main task, I have found the time this week to finally get rid of a thorn in my eye. Wrath of the seven deadly sins, represented by a bear, has happily been moved to […]

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Program: Graphics

Tackle the giant, Again. Time for animation!

This week was mainly dedicated to finishing up on last week’s assets and touching up some older ones to make everything more coherent although most of my time was dedicated to cleaning up the main character and animating him again.
Before going into detail about this week’s main task, I have found the time this week to finally get rid of a thorn in my eye. Wrath of the seven deadly sins, represented by a bear, has happily been moved to […]

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Program: Graphics

Designer of color indication

Hi, it is I, the Designer of time. Back to write about my ideas of a color indication system for our game Echo. (Shit. The game is to be done soon, and we have not come up with any name yet other than the original concept name. I think we should redirect all our focus to come up with something else. I don’t think I can handle this pressure for much longer. I mean, how hard can it be to come up […]

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Program: Game Design

Designer of color indication

Hi, it is I, the Designer of time. Back to write about my ideas of a color indication system for our game Echo. (Shit. The game is to be done soon, and we have not come up with any name yet other than the original concept name. I think we should redirect all our focus to come up with something else. I don’t think I can handle this pressure for much longer. I mean, how hard can it be to come up […]

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Program: Game Design

CoC Development Diary #4

Hello there.
Welcome to this week’s development blog for Crown of Creation.
By the way we are still finalizing the name for our game. The current team favorite is Stilia and the Crystal Trees (stilio is spider in Latin). We got this idea from Ori and the Blind Forest.
Since we have our beta presentation on next Monday, the goal for this week is implementing everything we have made since Alpha and make sure the game runs as smoothly as possible.
So my work of […]

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CoC Development Diary #4

Hello there.
Welcome to this week’s development blog for Crown of Creation.
By the way we are still finalizing the name for our game. The current team favorite is Stilia and the Crystal Trees (stilio is spider in Latin). We got this idea from Ori and the Blind Forest.
Since we have our beta presentation on next Monday, the goal for this week is implementing everything we have made since Alpha and make sure the game runs as smoothly as possible.
So my work of […]

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Finding time

 
This week it has been a struggle to find time each day to meet up with the group and work due to our not so smart school schedule. Nearly everyday we have lessons at different times of the day. Which means we also start and end at different times.
One example of this could be I might start at 10 and end 12. While the programmers start at 13 and end at 14. And it goes on like that, but […]

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Finding time

 
This week it has been a struggle to find time each day to meet up with the group and work due to our not so smart school schedule. Nearly everyday we have lessons at different times of the day. Which means we also start and end at different times.
One example of this could be I might start at 10 and end 12. While the programmers start at 13 and end at 14. And it goes on like that, but […]

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Getting more organized

This week we’ve restructured almost the entirety of our project, and cleaned up a lot of code and assets that were not needed/badly organized.
After a while, assets start piling up, creating redundancy. This can lead to wasted time (while searching for the right assets from perhaps five similarly named yet different assets) and space (obviously). While it takes time to do the cleanup, it eventually gets to the point where it is more efficient to do the cleanup than to […]

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Program: Programming

Getting more organized

This week we’ve restructured almost the entirety of our project, and cleaned up a lot of code and assets that were not needed/badly organized.
After a while, assets start piling up, creating redundancy. This can lead to wasted time (while searching for the right assets from perhaps five similarly named yet different assets) and space (obviously). While it takes time to do the cleanup, it eventually gets to the point where it is more efficient to do the cleanup than to […]

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Program: Programming

The Rolling Background.

So, things are starting to slowly come together with the BETA production hitting full steam with assets being implemented left, right and centre. The current pipeline mainly consists of polishing up sprites and taking on board any feedback received through play testing sessions to form a finalised product. With the team’s work coming together we’re starting to have a complete piece that’s taking shape.
One of the main production pieces that us ‘Amarok’ artists have been working on this week has […]

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Program: Graphics

The Rolling Background.

So, things are starting to slowly come together with the BETA production hitting full steam with assets being implemented left, right and centre. The current pipeline mainly consists of polishing up sprites and taking on board any feedback received through play testing sessions to form a finalised product. With the team’s work coming together we’re starting to have a complete piece that’s taking shape.
One of the main production pieces that us ‘Amarok’ artists have been working on this week has […]

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Program: Graphics

Blog Post #4 – Would you kindly answer those questions? Or how to create and interpret a survey for playtesting.

Hello and welcome to this weeks all new Blog post! We are now rapidly approaching the upcoming Beta-presentation of our game Burning Hunt, which will take place next Monday. My team and I are now focusing on finishing and implementing every single remaining artefact from the Backlog. Thanks to a lot of hard work and good planning, it seems like we will be able to reach the Beta milestone quite satisfactory.
The topic I am going to talk about today is how to go about creating […]

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Blog Post #4 – Would you kindly answer those questions? Or how to create and interpret a survey for playtesting.

Hello and welcome to this weeks all new Blog post! We are now rapidly approaching the upcoming Beta-presentation of our game Burning Hunt, which will take place next Monday. My team and I are now focusing on finishing and implementing every single remaining artefact from the Backlog. Thanks to a lot of hard work and good planning, it seems like we will be able to reach the Beta milestone quite satisfactory.
The topic I am going to talk about today is how to go about creating […]

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