Browsing '2016': Students starting in 2016

Game Design 2: Designing a treasure chest

Originally, we had planned to make a game which had the camera following the player vertically through the game level. Therefore, I decided to draw some decorative and possibly interactable objects for the game, which in this case was a treasure chest. A treasure chest is something that can be commonly found as a decorative object in fish tanks, which is where the game is played out in. In addition to the fact that I figured that it would fit […]

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Program: Graphics

Game Design 2: Designing a treasure chest

Originally, we had planned to make a game which had the camera following the player vertically through the game level. Therefore, I decided to draw some decorative and possibly interactable objects for the game, which in this case was a treasure chest. A treasure chest is something that can be commonly found as a decorative object in fish tanks, which is where the game is played out in. In addition to the fact that I figured that it would fit […]

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Program: Graphics

Planning fallacy

 

 
This post I will dedicate to the meeting where we discuss what we were going to focus on for the rest of the project. I will go through Daniel Kahneman concept of Planning Fallacy. Because of the knowledge of the Planning Fallacy we end up of not implementing anything new to the game even though we come far with the game we have. Instead we want to focus on the communicating and refining the component we have in our game […]

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Program: Programming

Planning fallacy

 

 
This post I will dedicate to the meeting where we discuss what we were going to focus on for the rest of the project. I will go through Daniel Kahneman concept of Planning Fallacy. Because of the knowledge of the Planning Fallacy we end up of not implementing anything new to the game even though we come far with the game we have. Instead we want to focus on the communicating and refining the component we have in our game […]

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Program: Programming

Blog 2: Character art and Animation process

This is a second blogpost on the game development for the 2D shooter Echo. In this blog I will more specifically describe the character creation and the animation process for the main mother moth.
I started off by looking up some images of moths and butterflies. The basic idea I had in mind was to create something aesthectically pleasing. I took inspiration from quite a few butterflies. So first I made a sktech of the moth by referencing real moths and […]

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Program: Graphics

Blog 2: Character art and Animation process

This is a second blogpost on the game development for the 2D shooter Echo. In this blog I will more specifically describe the character creation and the animation process for the main mother moth.
I started off by looking up some images of moths and butterflies. The basic idea I had in mind was to create something aesthectically pleasing. I took inspiration from quite a few butterflies. So first I made a sktech of the moth by referencing real moths and […]

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Program: Graphics

The Main Menu

Hidey-ho folks! I’m back again for the second week of the blog assignment.This week I chose to talk about the Main Menu. It’s actually something I did quite early in the project, but I was using placeholders until this week. The graphics are still not final but at the very least they represent our game much better.
What?
The Main Menu is the intro screen to the game, the first thing you see essentially. Here you can check the controls of the […]

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Program: Programming

The Main Menu

Hidey-ho folks! I’m back again for the second week of the blog assignment.This week I chose to talk about the Main Menu. It’s actually something I did quite early in the project, but I was using placeholders until this week. The graphics are still not final but at the very least they represent our game much better.
What?
The Main Menu is the intro screen to the game, the first thing you see essentially. Here you can check the controls of the […]

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Program: Programming

Back to the ground

Team BunnyIP has chosen the game “Selfish.”  This game exists in a fish tank and revolves around a protagonist that is going to save-the-day.  This protagonist happens to be a fish named Stephen.  The big boss, an octopus, hoards all of the food and has minion fish that assist in collecting the food in the fish tank.   Stephen is hungry, alone, and mad.  This has to stop!  What is a fish to do in this situation?  Get a gun.  Yes, […]

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Program: Graphics

Back to the ground

Team BunnyIP has chosen the game “Selfish.”  This game exists in a fish tank and revolves around a protagonist that is going to save-the-day.  This protagonist happens to be a fish named Stephen.  The big boss, an octopus, hoards all of the food and has minion fish that assist in collecting the food in the fish tank.   Stephen is hungry, alone, and mad.  This has to stop!  What is a fish to do in this situation?  Get a gun.  Yes, […]

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Program: Graphics

Visual feedback

Visual feedback
Hi i’m Kevin! I’m the second programmer and the lead sound designer of the group Fenrir. Our group is making the game “Bullet Hack”. This week our group has been getting ready for the alpha presentation but the actual game was meeting the requirements already at the start of the week, so the only thing we needed for the presentation was the powerpoint and a title screen. so while the project manager and graphic artist started working on that […]

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Program: Programming

Visual feedback

Visual feedback
Hi i’m Kevin! I’m the second programmer and the lead sound designer of the group Fenrir. Our group is making the game “Bullet Hack”. This week our group has been getting ready for the alpha presentation but the actual game was meeting the requirements already at the start of the week, so the only thing we needed for the presentation was the powerpoint and a title screen. so while the project manager and graphic artist started working on that […]

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Program: Programming

Sprint and sprint planning

Sprint and sprint planning
 
What / Last time I talked about the scrum. Today, I would like to talk more in depth about the sprint, the planning of it and the review.
As scrum is an agile method with iteration, sprint is the minor aspect in the scrum. To easily define, scrum is the big chunk and sprint is small slices. For example, if scrum has big backlogs such as main character, in the sprint it would be specified as […]

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Sprint and sprint planning

Sprint and sprint planning
 
What / Last time I talked about the scrum. Today, I would like to talk more in depth about the sprint, the planning of it and the review.
As scrum is an agile method with iteration, sprint is the minor aspect in the scrum. To easily define, scrum is the big chunk and sprint is small slices. For example, if scrum has big backlogs such as main character, in the sprint it would be specified as […]

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Blog post Game Enemy Spawner, and Cover Art 5SD064

After last weeks aggravating assignment of working on animations. I decided to give myself a bit of a break (My Production Manager wanted a title cover for the Presentation). I didn’t complain it was a break from animation. It was a nice change of pace.

Title Cover for Game
When it came to the design of the Cover title page, I took my inspiration from the GTA V Title Cover. The concept of our game is based on playing on two screens, […]

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Program: Graphics

Blog post Game Enemy Spawner, and Cover Art 5SD064

After last weeks aggravating assignment of working on animations. I decided to give myself a bit of a break (My Production Manager wanted a title cover for the Presentation). I didn’t complain it was a break from animation. It was a nice change of pace.

Title Cover for Game
When it came to the design of the Cover title page, I took my inspiration from the GTA V Title Cover. The concept of our game is based on playing on two screens, […]

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Program: Graphics

Simple main menu and plans for the future.

This week have been fairly slow on the programming front. Since we’re close to the alpha deadline everything we’ve done is all the basic stuff that we need for the alpha to be able to focus on refinement and level design for the beta.
All I’ve done this week is creating a basic main menu and GUI. This only posed a problem due to my own inexperience with unity (a very common problem that makes repeate apperances during the entire developement […]

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Program: Programming

Simple main menu and plans for the future.

This week have been fairly slow on the programming front. Since we’re close to the alpha deadline everything we’ve done is all the basic stuff that we need for the alpha to be able to focus on refinement and level design for the beta.
All I’ve done this week is creating a basic main menu and GUI. This only posed a problem due to my own inexperience with unity (a very common problem that makes repeate apperances during the entire developement […]

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Program: Programming

“5sd06” Everything is falling together #2

Blog Post #2
My last blog post was a bit messy, so I’ll make sure to structure it better this time.
Summarization of what I’ve done:

These are the following things that I’ve since the last blog  post.

Learned about and implemented particle systems
Added a main menu
Added a pause menu
Added a death menu
Restructured the folder hierarchy with my project manager.
Re-scripted the perspective camera.
Re-scripted all Game Objects & added configurable properties for them in the inspector.

Those are the major features that I have added then there’s […]

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Program: Programming

“5sd06” Everything is falling together #2

Blog Post #2
My last blog post was a bit messy, so I’ll make sure to structure it better this time.
Summarization of what I’ve done:

These are the following things that I’ve since the last blog  post.

Learned about and implemented particle systems
Added a main menu
Added a pause menu
Added a death menu
Restructured the folder hierarchy with my project manager.
Re-scripted the perspective camera.
Re-scripted all Game Objects & added configurable properties for them in the inspector.

Those are the major features that I have added then there’s […]

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Program: Programming

Targeting Algorithm for Hunter Enemy

One of the more important pieces of code I did this week is the hunter’s targeting (aggro) algorithm. The hunter is the first enemy we made (and the only one so far), and what it did earlier was chase the player character if it gets too close. But we wanted to expand on this and make it chase other targets too, based on a priority system.
Our other programmer, Sebastian was the one who initially coded the hunter movement and I […]

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Program: Programming

Targeting Algorithm for Hunter Enemy

One of the more important pieces of code I did this week is the hunter’s targeting (aggro) algorithm. The hunter is the first enemy we made (and the only one so far), and what it did earlier was chase the player character if it gets too close. But we wanted to expand on this and make it chase other targets too, based on a priority system.
Our other programmer, Sebastian was the one who initially coded the hunter movement and I […]

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Program: Programming

Creating the Avatar Through Iteration

Author: Hanna Hagenmalm
Team: Leviathan
Concept: Draxl’s Journey
Iteration literally means to do something over and over again, usually with the intention of improving it. Within game development, it refers to a work process, in which a game is gradually improved through short cycles of production-feedback. This method is suggested as an alternative to the ”waterfall method”, in which an aspect of the game is completely finished before moving on to the next. The issue with the waterfall method is that the cost of […]

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Program: Graphics

Creating the Avatar Through Iteration

Author: Hanna Hagenmalm
Team: Leviathan
Concept: Draxl’s Journey
Iteration literally means to do something over and over again, usually with the intention of improving it. Within game development, it refers to a work process, in which a game is gradually improved through short cycles of production-feedback. This method is suggested as an alternative to the ”waterfall method”, in which an aspect of the game is completely finished before moving on to the next. The issue with the waterfall method is that the cost of […]

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Program: Graphics