Browsing '2016': Students starting in 2016

Preparation for Presentation

Whaddup,
This monday it is time for the presentation of the Beta version. This will be almost completely the same as the Alpha presentation, except the game should be better (hopefully)!
Now in the post where I talk about my fears of doing presentations I mention that I usually exaggerate in before the presentation. I build it up as if there are 1000 people watching and everyone will judge me if I make a mistake. Due to this of course I […]

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Preparation for Presentation

Whaddup,
This monday it is time for the presentation of the Beta version. This will be almost completely the same as the Alpha presentation, except the game should be better (hopefully)!
Now in the post where I talk about my fears of doing presentations I mention that I usually exaggerate in before the presentation. I build it up as if there are 1000 people watching and everyone will judge me if I make a mistake. Due to this of course I […]

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FOURTH POST, FISH GAME

Hello again. I am the designer in team shadhavar. Today I will be talking about the parallax background in our game.
When the artists in my team took the task of creating a background image for our game, I told them that it would be nice if they could split all the different elements of the image once they were done. By splitting the final images layers and exporting them separately, it allowed me to recreate the background inside the game […]

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Program: Game Design

FOURTH POST, FISH GAME

Hello again. I am the designer in team shadhavar. Today I will be talking about the parallax background in our game.
When the artists in my team took the task of creating a background image for our game, I told them that it would be nice if they could split all the different elements of the image once they were done. By splitting the final images layers and exporting them separately, it allowed me to recreate the background inside the game […]

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Program: Game Design

Animated Moth

 


This post I’m going to write more about animation. Besides the flower that I have written about earlier I have now also created animations for our protagonist, the moth, so that it can both fly and die in a nice way, and for the children of the moth so they also can fly.
True to my habits I started even this work by making sketches with pen and paper to get the feel for how I wanted it to […]

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Program: Graphics

Animated Moth

 


This post I’m going to write more about animation. Besides the flower that I have written about earlier I have now also created animations for our protagonist, the moth, so that it can both fly and die in a nice way, and for the children of the moth so they also can fly.
True to my habits I started even this work by making sketches with pen and paper to get the feel for how I wanted it to […]

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Program: Graphics

Burgers, fries & apples

During monday’s playtesting session, our game received a lot of feedback from all the playtesters which the team appreciates very much. One thing that confused some of the players was the first placeholder for the food. They did not know if it was something good or bad to swim into them because it could also have been some sort of projectile from one of the enemies. My main priority this week was to create new assets for the food drop, […]

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Program: Graphics

Burgers, fries & apples

During monday’s playtesting session, our game received a lot of feedback from all the playtesters which the team appreciates very much. One thing that confused some of the players was the first placeholder for the food. They did not know if it was something good or bad to swim into them because it could also have been some sort of projectile from one of the enemies. My main priority this week was to create new assets for the food drop, […]

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Program: Graphics

Visually representing health.

Picture of the game with the health represented through bottles at the top left the screen.
There are many ways to represent health in games. What we decided upon was representing health visually through bottles. As of this moment we have 5 bottles that constitute 100 hit points of the player character. So each bottles is essentially 1/5 of the player characters health. So if the player has 100 hitpoints and each hit removes 10 each bottle has to indicate that […]

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Program: Programming

Visually representing health.

Picture of the game with the health represented through bottles at the top left the screen.
There are many ways to represent health in games. What we decided upon was representing health visually through bottles. As of this moment we have 5 bottles that constitute 100 hit points of the player character. So each bottles is essentially 1/5 of the player characters health. So if the player has 100 hitpoints and each hit removes 10 each bottle has to indicate that […]

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Program: Programming

Where am I?

Hi, this is my fourth blog post, in which I’ll be mostly talking about fixes that we are working on, provided by the beta playtesters feedback. I’ll focus mainly on the teleport, a game mechanic in our game that allows the player to move to a certain position.
At first, the teleport that we had in our game was very simple, the player pressed the right mouse button and main character gillis would instantly move to that position. Since the camera […]

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Program: Programming

Where am I?

Hi, this is my fourth blog post, in which I’ll be mostly talking about fixes that we are working on, provided by the beta playtesters feedback. I’ll focus mainly on the teleport, a game mechanic in our game that allows the player to move to a certain position.
At first, the teleport that we had in our game was very simple, the player pressed the right mouse button and main character gillis would instantly move to that position. Since the camera […]

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Program: Programming

Week 4 -Redrawing enemies

For this week I’ve been asked to change our enemy fish in our game.

The first enemy (above) was made by a guy named Axel in our group. This enemy does not do much it just swims straight forward and if it hits you your character dies. But, we got some feedback that it looked too friendly and you felt bad for killing it. Axel was asked to draw something else this week so I was tasked with making the enemy look […]

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Program: Graphics

Week 4 -Redrawing enemies

For this week I’ve been asked to change our enemy fish in our game.

The first enemy (above) was made by a guy named Axel in our group. This enemy does not do much it just swims straight forward and if it hits you your character dies. But, we got some feedback that it looked too friendly and you felt bad for killing it. Axel was asked to draw something else this week so I was tasked with making the enemy look […]

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Program: Graphics

Our fish game is taking shape – aaaaaand some sound

If I can say it myself I’m really happy with the progress my team have made in this project. As we are now pretty much staring down at a finished product. With finished product I mean something functioning that we probably could ship in this state. HOWEVER, the saying goes: the devil is in the details.
I’ve been working in the same areas as last week, particle animations, sound and level design. Since I learnt about particle animations last week […]

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Program: Game Design

Our fish game is taking shape – aaaaaand some sound

If I can say it myself I’m really happy with the progress my team have made in this project. As we are now pretty much staring down at a finished product. With finished product I mean something functioning that we probably could ship in this state. HOWEVER, the saying goes: the devil is in the details.
I’ve been working in the same areas as last week, particle animations, sound and level design. Since I learnt about particle animations last week […]

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Program: Game Design

The curious case of teleportation.

this week I worked on how the player would be transported through the room.at first we just wanted to delete the door so the player could walk freely between the rooms. This showed itself to be quite bothersome.
To explain how our game works. We’re designing a game called “Bullet_hack” wich is about a spy trying to infiltrate a compan to get information about them. You play as the spy and try to hack doors to get to the main server.You […]

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Program: Programming

The curious case of teleportation.

this week I worked on how the player would be transported through the room.at first we just wanted to delete the door so the player could walk freely between the rooms. This showed itself to be quite bothersome.
To explain how our game works. We’re designing a game called “Bullet_hack” wich is about a spy trying to infiltrate a compan to get information about them. You play as the spy and try to hack doors to get to the main server.You […]

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Program: Programming

Week 4 – The Third Enemy

The Enemy with placeholder sprites
This week I have been working with our third enemy and some small refinements on a few things like making the camera work in parallax and getting knockback on the powerup for the player.
For the third enemy we wanted a much more harder enemy that could shoot and be able to take a few hits from the player’s base weapon.
So the enemy would be big and slow moving as well be able to shoot projectiles in […]

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Program: Programming

Week 4 – The Third Enemy

The Enemy with placeholder sprites
This week I have been working with our third enemy and some small refinements on a few things like making the camera work in parallax and getting knockback on the powerup for the player.
For the third enemy we wanted a much more harder enemy that could shoot and be able to take a few hits from the player’s base weapon.
So the enemy would be big and slow moving as well be able to shoot projectiles in […]

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Program: Programming

Week 4 – Adding what is missing

Week 4 is coming to an end and like previous weeks this has been a fast one.
With the Beta deadline coming up in a matter of days team Kraken is now refining what has been done and adding some assets to the current placeholders. For me as the Lead Artist this week has consisted of two things; creating a visual indication of when the dash for the moth is available, and also creating a light bulb with light to fit […]

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Program: Graphics

Week 4 – Adding what is missing

Week 4 is coming to an end and like previous weeks this has been a fast one.
With the Beta deadline coming up in a matter of days team Kraken is now refining what has been done and adding some assets to the current placeholders. For me as the Lead Artist this week has consisted of two things; creating a visual indication of when the dash for the moth is available, and also creating a light bulb with light to fit […]

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Program: Graphics

Wibbly Wobbly, Timey Wimey

Yes, in the blog-post for this week we will learn all about the manipulation of time, and the evi- I mean great and different ways one can use this knowledge in your game.
Anyway, in all seriousness. Yes, this week has been all about time manipulation. The reason? We’re less than a week away from the Beta hand-in and our game still doesn’t have a working menu, pause menu or tutorial (oops).
Thus I, a simple programmer, took it upon myself to […]

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Program: Programming

Wibbly Wobbly, Timey Wimey

Yes, in the blog-post for this week we will learn all about the manipulation of time, and the evi- I mean great and different ways one can use this knowledge in your game.
Anyway, in all seriousness. Yes, this week has been all about time manipulation. The reason? We’re less than a week away from the Beta hand-in and our game still doesn’t have a working menu, pause menu or tutorial (oops).
Thus I, a simple programmer, took it upon myself to […]

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Program: Programming