Browsing '2016': Students starting in 2016
Animations – The Farmer.
With the game design getting into full swing it was time to get into the core game play of the game. We’d previously received a concept that we’ve been studying over this last week and come up with our own ideas to suit our visions. A glorious road ahead of us filled with Knights, Assassins, Kings and FIRE! But… I had to start somewhere with the enemy animations right? There’s no better place to start than at the bottom, with the […]
Animations – The Farmer.
With the game design getting into full swing it was time to get into the core game play of the game. We’d previously received a concept that we’ve been studying over this last week and come up with our own ideas to suit our visions. A glorious road ahead of us filled with Knights, Assassins, Kings and FIRE! But… I had to start somewhere with the enemy animations right? There’s no better place to start than at the bottom, with the […]
Death, not that harsh right?
Talking about death is never fun in real life, but is often brought up in games as a thing to make the player not wanting to lose.That will say you must create a losing condition to make it more exciting. For a game to have a losing condition you need to … – Läs hela inlägget här
Death, not that harsh right?
Talking about death is never fun in real life, but is often brought up in games as a thing to make the player not wanting to lose.That will say you must create a losing condition to make it more exciting. For a game to have a losing condition you need to … – Läs hela inlägget här
Bubble Gun!
BlogPost #2
What
This week I have been working on the bubble gun that is a very important asset in our game. This bubble gun is represented as a pick-up that is spawn when an enemy dies. It is able to shoot poisoned bubbles to damage the enemies and follow the rotation of the mouse around the screen. Furthermore, it can shoot with a “cone” pattern in order to give more visual reality.
I actually started working on this bubble gun a week before. The goal […]
Bubble Gun!
BlogPost #2
What
This week I have been working on the bubble gun that is a very important asset in our game. This bubble gun is represented as a pick-up that is spawn when an enemy dies. It is able to shoot poisoned bubbles to damage the enemies and follow the rotation of the mouse around the screen. Furthermore, it can shoot with a “cone” pattern in order to give more visual reality.
I actually started working on this bubble gun a week before. The goal […]
Sound Design
Hello once again my readers.
For this post I will talk about sound design and finding it.
When I first started on the sound I had a big problem finding a site where I could find copyright free sound for the weapons or ambient noise in the game. I tried searching for different sites, but a member of my game design team sent me a link to a website called freesound.org which contains many different sounds completely free.
The biggest problem however except […]
Sound Design
Hello once again my readers.
For this post I will talk about sound design and finding it.
When I first started on the sound I had a big problem finding a site where I could find copyright free sound for the weapons or ambient noise in the game. I tried searching for different sites, but a member of my game design team sent me a link to a website called freesound.org which contains many different sounds completely free.
The biggest problem however except […]
Squid
This week I’ll discuss one of our enemies and why we thought it was necessary to implement it.
We already had 3 different kinds of enemies and all of them had their own attack, but we felt that the game lacked an enemy that shot a projectile of some sort.
We agreed upon a squid that shoots out ink once it has reached a hitbox around Stephen the fish. The squid will not try to target Stephen specifically but will attack once […]
Squid
This week I’ll discuss one of our enemies and why we thought it was necessary to implement it.
We already had 3 different kinds of enemies and all of them had their own attack, but we felt that the game lacked an enemy that shot a projectile of some sort.
We agreed upon a squid that shoots out ink once it has reached a hitbox around Stephen the fish. The squid will not try to target Stephen specifically but will attack once […]
Bubble Popping Animation
What
Last week, one of my tasks for the Sprint was to create a popping cycle animation for a bubble. The bubble is a projectile for a power-up bubble gun; once it hits an enemy, it gets bigger and captures it inside until it suffocates to death, and when the enemy dies, the bubble pops and disappears.
How
To create a good quality animation, I had to look up the different frames for the cycle I wanted to design. I started by searching […]
Bubble Popping Animation
What
Last week, one of my tasks for the Sprint was to create a popping cycle animation for a bubble. The bubble is a projectile for a power-up bubble gun; once it hits an enemy, it gets bigger and captures it inside until it suffocates to death, and when the enemy dies, the bubble pops and disappears.
How
To create a good quality animation, I had to look up the different frames for the cycle I wanted to design. I started by searching […]
Re-designing Enemies
In a similar fashion to last weeks post about “constant falling”, this post will discuss a current topic related to the production of the game “Revenge of Teddy” (name is probably here to stay) in correlation with my role as a graphics artist. This week I have been re-designing and making prototype sprites for three enemy designs for the game.
A while back I had already re-designed the enemies that were provided in the original concept document for the game once, […]
Re-designing Enemies
In a similar fashion to last weeks post about “constant falling”, this post will discuss a current topic related to the production of the game “Revenge of Teddy” (name is probably here to stay) in correlation with my role as a graphics artist. This week I have been re-designing and making prototype sprites for three enemy designs for the game.
A while back I had already re-designed the enemies that were provided in the original concept document for the game once, […]
Play testing 1
What
This Monday my group and I had the chance to present our game during the play testing, which gave us the opportunity to receive very valuable feedback on our game. The version of the game that we presented was a kind of pre-alpha edition, we still had to change all the placeholders within the game and add the sounds, as well as tweaking some things that we knew were necessary for the game to be fun (e.g. enemy projectiles).
How
During the […]
Play testing 1
What
This Monday my group and I had the chance to present our game during the play testing, which gave us the opportunity to receive very valuable feedback on our game. The version of the game that we presented was a kind of pre-alpha edition, we still had to change all the placeholders within the game and add the sounds, as well as tweaking some things that we knew were necessary for the game to be fun (e.g. enemy projectiles).
How
During the […]
Feedback and Improvements 16/02-2017
This monday we had a pre-alpha playtest and my week has been based on the feedback we were given. Since there were many suggestions regarding improving the game, I have no large task to focus around but more and smaller ones.
What we could gather from the feedback was that controlling two characters was not confusing and people enjoyed it, a lack of instructions made it confusing, especially since the projectile fired travels from the “aim” to the player. Allow me […]
Feedback and Improvements 16/02-2017
This monday we had a pre-alpha playtest and my week has been based on the feedback we were given. Since there were many suggestions regarding improving the game, I have no large task to focus around but more and smaller ones.
What we could gather from the feedback was that controlling two characters was not confusing and people enjoyed it, a lack of instructions made it confusing, especially since the projectile fired travels from the “aim” to the player. Allow me […]
How to work with scrum and meeting technics
I have implemented some new meeting technics and a customised way to work with scrum that I will think improve my groups overall productiveness. First, to help us get a clear picture we have been discussing and setting up clear goals each week and those goals are to be implemented and tested in the game, only the can they be put on the sprint plan. We don’t always finish and implement the artefacts but then we have them on standby. […]
How to work with scrum and meeting technics
I have implemented some new meeting technics and a customised way to work with scrum that I will think improve my groups overall productiveness. First, to help us get a clear picture we have been discussing and setting up clear goals each week and those goals are to be implemented and tested in the game, only the can they be put on the sprint plan. We don’t always finish and implement the artefacts but then we have them on standby. […]
Anima2D and Animating in Unity
This week has certainly been interesting and challenging. My whole focus has been in first of all learning an animating tool in Unity called Anima2D and secondly making the animations. Everything I’ve done this week I have no previous experience of, so I would say that half of the work hours have been learning how to use the software and how to apply it on my work.
Anima2D basically allows the user to set up a bone structure and a mesh […]
Anima2D and Animating in Unity
This week has certainly been interesting and challenging. My whole focus has been in first of all learning an animating tool in Unity called Anima2D and secondly making the animations. Everything I’ve done this week I have no previous experience of, so I would say that half of the work hours have been learning how to use the software and how to apply it on my work.
Anima2D basically allows the user to set up a bone structure and a mesh […]