Browsing '2016': Students starting in 2016
A blog: Part 2 – Blog? Blog.
5SD064
This week has been a busy one, the entire team was working really hard to make everything ready for the alpha playtest and the presentation. One of the things that i have been working on now that my alpha work was complete, is animations for the enemy characters. The enemy that has the most fleshed out graphics is the one we call the rifleman. He carries a rifle, and is the ranged enemy that the player encounters throughout the game. […]
A blog: Part 2 – Blog? Blog.
5SD064
This week has been a busy one, the entire team was working really hard to make everything ready for the alpha playtest and the presentation. One of the things that i have been working on now that my alpha work was complete, is animations for the enemy characters. The enemy that has the most fleshed out graphics is the one we call the rifleman. He carries a rifle, and is the ranged enemy that the player encounters throughout the game. […]
Animating a projectile
This week I have been working on a wide variety of assets for our game, but the artefact that I have chosen to write about for this week is the standard projectile I designed and animated. This projectile was produced during previous weeks, but it did take some time for me to finally get it right. I drew and animated the projectile in Photoshop using my Wacom Intuos Pro.
So, as the main character’s power is fire, it would only seem […]
Animating a projectile
This week I have been working on a wide variety of assets for our game, but the artefact that I have chosen to write about for this week is the standard projectile I designed and animated. This projectile was produced during previous weeks, but it did take some time for me to finally get it right. I drew and animated the projectile in Photoshop using my Wacom Intuos Pro.
So, as the main character’s power is fire, it would only seem […]
Weapon Upgrades
Last week we began discussing having various weapons in our game, so we decided to have them as a sort of “Temporary” upgrade. Currently the player starts with just a pistol. It has a medium fire rate, basic 1 shot pattern and the projectiles move at a somewhat normal pace. On top of this, since it is the starter weapon, it has infinite ammo as well.
Marcus mentioned something that was already on my mind, which was that we should have […]
Weapon Upgrades
Last week we began discussing having various weapons in our game, so we decided to have them as a sort of “Temporary” upgrade. Currently the player starts with just a pistol. It has a medium fire rate, basic 1 shot pattern and the projectiles move at a somewhat normal pace. On top of this, since it is the starter weapon, it has infinite ammo as well.
Marcus mentioned something that was already on my mind, which was that we should have […]
Creating graphics
During this past week, I have been helping out with the artwork for our game. The reason I did this, despite having the role of producer, was to take some of the work of the shoulders of the graphic artists in the team. They currently have a lot of tasks on their plate right now, and we may be in over our heads with our initial ambitions. The main reason behind this is that the art does not really keep […]
Creating graphics
During this past week, I have been helping out with the artwork for our game. The reason I did this, despite having the role of producer, was to take some of the work of the shoulders of the graphic artists in the team. They currently have a lot of tasks on their plate right now, and we may be in over our heads with our initial ambitions. The main reason behind this is that the art does not really keep […]
Background for game and main menu
This week and the end of last week, my focus was on making the background for the game. I had previously made a rough sketch with some coloring to get a feeling of how we wanted the background in the actual game to look.
I set up to start drawing, by using very broad strokes of different shades of blue and green to try and get a nice color for the water, I used the smudge brush to make the transition […]
Background for game and main menu
This week and the end of last week, my focus was on making the background for the game. I had previously made a rough sketch with some coloring to get a feeling of how we wanted the background in the actual game to look.
I set up to start drawing, by using very broad strokes of different shades of blue and green to try and get a nice color for the water, I used the smudge brush to make the transition […]
Blog Post #2 – The creation of my very first sound file
Hello and welcome to my 2nd Blog post entry. This week I will talk about how I created the sound effect for the pitchfork swing and it hitting its target. The Pitchfork is the prefered weapon used by one of our enemies in the game we are currently creating and therefore, we needed a fitting sound for the attack animation.
As mentioned in my first Blog entry last week I am also the sound designer of my team Amarok and I am […]
Blog Post #2 – The creation of my very first sound file
Hello and welcome to my 2nd Blog post entry. This week I will talk about how I created the sound effect for the pitchfork swing and it hitting its target. The Pitchfork is the prefered weapon used by one of our enemies in the game we are currently creating and therefore, we needed a fitting sound for the attack animation.
As mentioned in my first Blog entry last week I am also the sound designer of my team Amarok and I am […]
Designing and Animating the Enemy
When we created the farmer enemy, our team first had a quite extensive discussion about its design in the concept document and what about it we liked or disliked for our game. In the concept, the farmer had both a melee and a ranged attack. He had a pitchfork to attack the player with in close range and molotovs to throw at longer range as projectiles. personally I had nothing against the molotov projectiles. I thought it fitted the aesthetic […]
Designing and Animating the Enemy
When we created the farmer enemy, our team first had a quite extensive discussion about its design in the concept document and what about it we liked or disliked for our game. In the concept, the farmer had both a melee and a ranged attack. He had a pitchfork to attack the player with in close range and molotovs to throw at longer range as projectiles. personally I had nothing against the molotov projectiles. I thought it fitted the aesthetic […]
Living Lightning
This week I have created a lightning projectile.
In the beginning of the game, two projectiles are available. A basic projectile that simply kills enemies, and an absorbing projectile that will absorb the elemental power of an elemental enemy when it kills it. When the elemental enemy dies, a powerup is spawned which automatically flies over to the player and positions itself on the cloud (the player is flying on a small cloud).
If the player dies while carrying a powerup, she will […]
Living Lightning
This week I have created a lightning projectile.
In the beginning of the game, two projectiles are available. A basic projectile that simply kills enemies, and an absorbing projectile that will absorb the elemental power of an elemental enemy when it kills it. When the elemental enemy dies, a powerup is spawned which automatically flies over to the player and positions itself on the cloud (the player is flying on a small cloud).
If the player dies while carrying a powerup, she will […]
Week 2 – From Pirate’s chest to bubble gun
Oyez, Oyez people from game design and everyone else ! Today I’m going to talk about both the conception of a chest and its animation and (as an extra) the conception of a bubble gun, the gun that our Main Protagonist will use as a basic weapons shooting bubbles.
I was assigned to draw a chest that would contain some of the power-ups the character would loot. So, for the design of that chest, I actually immediately thought of pirates and […]
Week 2 – From Pirate’s chest to bubble gun
Oyez, Oyez people from game design and everyone else ! Today I’m going to talk about both the conception of a chest and its animation and (as an extra) the conception of a bubble gun, the gun that our Main Protagonist will use as a basic weapons shooting bubbles.
I was assigned to draw a chest that would contain some of the power-ups the character would loot. So, for the design of that chest, I actually immediately thought of pirates and […]
My Second Game Design Blog Post – Simple damage feedback and a bit about my damage system.
Hello, today I will be writing about my simple damage feedback that I did. The point of a damage feedback is to visualize that an object that can take damage, took it. You can do that in plenty of ways for example you can create a knockback effect that pushes away the Player from the source of damage after touching it, you can create a text above the Player that the damage was dealt or as I did here, colour […]
My Second Game Design Blog Post – Simple damage feedback and a bit about my damage system.
Hello, today I will be writing about my simple damage feedback that I did. The point of a damage feedback is to visualize that an object that can take damage, took it. You can do that in plenty of ways for example you can create a knockback effect that pushes away the Player from the source of damage after touching it, you can create a text above the Player that the damage was dealt or as I did here, colour […]
Preparing to Present the α
On the 16th of February, 2017, we presented the Alpha version of our game. I have been in charge of our groups presentations so far and this was no exception. The “pre-alpha” presentation we had a few days earlier was a mess due to technical difficulties so I saw this presentation as a chance to redeem myself. Luckily, our game designer Joel knew the topic well enough to show it in my stead.
It had been an exceedingly busy week. Therefore, I […]
Preparing to Present the α
On the 16th of February, 2017, we presented the Alpha version of our game. I have been in charge of our groups presentations so far and this was no exception. The “pre-alpha” presentation we had a few days earlier was a mess due to technical difficulties so I saw this presentation as a chance to redeem myself. Luckily, our game designer Joel knew the topic well enough to show it in my stead.
It had been an exceedingly busy week. Therefore, I […]
Week 2 – Extended Player
What
For the second sprint for our game I was tasked to extend our player characters functions. I needed to extend our collision with the screen boundaries, enemies and enemy projectiles, which would also defeat the player character. I was also tasked with making the first instance of our melee attack. For this I needed to create or utilize:
Colliders for the player character, enemies and projectiles. These were already implemented after the first sprint.
A lose state. Make the player character disappear […]
Week 2 – Extended Player
What
For the second sprint for our game I was tasked to extend our player characters functions. I needed to extend our collision with the screen boundaries, enemies and enemy projectiles, which would also defeat the player character. I was also tasked with making the first instance of our melee attack. For this I needed to create or utilize:
Colliders for the player character, enemies and projectiles. These were already implemented after the first sprint.
A lose state. Make the player character disappear […]