Browsing '2017': Students starting in 2017

When things don’t go according to plan

Welcome back! This weeks post will be about some of the issues and struggles I have experienced while coaching my team as a scrum master, and how I plan on resolving these issues. It might be a bit dry, so I apologize in advance.
The members of the project I am currently in charge of have during these past few weeks had massive issues with successfully delivering on the tasks that they had picked during our sprint planning sessions. Each sprint […]

/ Comments Off on When things don’t go according to plan

When things don’t go according to plan

Welcome back! This weeks post will be about some of the issues and struggles I have experienced while coaching my team as a scrum master, and how I plan on resolving these issues. It might be a bit dry, so I apologize in advance.
The members of the project I am currently in charge of have during these past few weeks had massive issues with successfully delivering on the tasks that they had picked during our sprint planning sessions. Each sprint […]

/ Comments Off on When things don’t go according to plan

Dev Blog #2 -The UI

This week I wanted to talk about our UI, which mainly consists of the health and aether bars.
First iteration.
When we thought about how we would design the UI we wanted to do it “portrait style”, but since the player avatar is a ship and not a person we chose to portray the bow of the ship along with its figurehead. Because we needed to do a lot of work during the last sprint and we only have one artist on […]

/ Comments Off on Dev Blog #2 -The UI

Dev Blog #2 -The UI

This week I wanted to talk about our UI, which mainly consists of the health and aether bars.
First iteration.
When we thought about how we would design the UI we wanted to do it “portrait style”, but since the player avatar is a ship and not a person we chose to portray the bow of the ship along with its figurehead. Because we needed to do a lot of work during the last sprint and we only have one artist on […]

/ Comments Off on Dev Blog #2 -The UI

Project Aetherial Blog Two

Introduction
First playtesting session and ALPHA presentation is now done! The team received a lot of relevant feedback and will, to the best of our ability, try to adhere to that, as we move unto the BETA.
As mentioned in the last blog, I am the graphical artist in our team responsible for the “common” enemies. At this time, I have designed and implemented two of four enemies into our game. This weeks’ blog will handle the design and work in progress […]

/ Comments Off on Project Aetherial Blog Two
Program: Graphics

Project Aetherial Blog Two

Introduction
First playtesting session and ALPHA presentation is now done! The team received a lot of relevant feedback and will, to the best of our ability, try to adhere to that, as we move unto the BETA.
As mentioned in the last blog, I am the graphical artist in our team responsible for the “common” enemies. At this time, I have designed and implemented two of four enemies into our game. This weeks’ blog will handle the design and work in progress […]

/ Comments Off on Project Aetherial Blog Two
Program: Graphics

Bride movement

In the game “You may kiss the bride” you want the player to feel a constant stress. To achieve this, we have a enemy – the bride – constantly chasing you as you play. If she catches the player, s/he will either take massive damage or die instantly.  Any mistake the player makes during playing will lead to the bride getting closer and closer, gradually increasing the stress for the player.
There was a problem appearing with this. If you had […]

/ Comments Off on Bride movement
Program: Graphics

Bride movement

In the game “You may kiss the bride” you want the player to feel a constant stress. To achieve this, we have a enemy – the bride – constantly chasing you as you play. If she catches the player, s/he will either take massive damage or die instantly.  Any mistake the player makes during playing will lead to the bride getting closer and closer, gradually increasing the stress for the player.
There was a problem appearing with this. If you had […]

/ Comments Off on Bride movement
Program: Graphics

Pre-alpha story

Hi!
This time I am going to write a story about our pre-alpha meeting with our course representatives.
“It all started on cold, winter Monday, the 5th of February 2018. The day of pre-alpha. It was meant to be the day in which they would check and remind us that we are close to the alpha stage of our project. It also meant that we should have the results of previous two-three weeks. Even though I trusted my teammates, the excitement was felted. It filled the […]

/ Comments Off on Pre-alpha story

Pre-alpha story

Hi!
This time I am going to write a story about our pre-alpha meeting with our course representatives.
“It all started on cold, winter Monday, the 5th of February 2018. The day of pre-alpha. It was meant to be the day in which they would check and remind us that we are close to the alpha stage of our project. It also meant that we should have the results of previous two-three weeks. Even though I trusted my teammates, the excitement was felted. It filled the […]

/ Comments Off on Pre-alpha story

Flight of the Bees

Hello again!
Fredrik here again and this week I have mostly worked on how to make the movement in our game feel better. This is because, based on the feedback we got from the alpha testing, we decided during a sprint planning meeting that the current movement we had was very lackluster. From the testers we had some people saying that our player could have been anything else and it would still have made as much sense as a bee from […]

/ Comments Off on Flight of the Bees
Program: Programming

Flight of the Bees

Hello again!
Fredrik here again and this week I have mostly worked on how to make the movement in our game feel better. This is because, based on the feedback we got from the alpha testing, we decided during a sprint planning meeting that the current movement we had was very lackluster. From the testers we had some people saying that our player could have been anything else and it would still have made as much sense as a bee from […]

/ Comments Off on Flight of the Bees
Program: Programming

Blog post 2: Music

Hello there.
This week I’m going to talk about the process of finding the right music for the game “Depth”.
Because the game we are creating is supposed to be a survival horror game, the music is very important for the setting. Though we cannot just take any horror music we can find. Since most of the songs we could find are very slow paced, it will not fit with the theme of “last leg”, which means “RUN!”.
For the process of trying […]

/ Comments Off on Blog post 2: Music

Blog post 2: Music

Hello there.
This week I’m going to talk about the process of finding the right music for the game “Depth”.
Because the game we are creating is supposed to be a survival horror game, the music is very important for the setting. Though we cannot just take any horror music we can find. Since most of the songs we could find are very slow paced, it will not fit with the theme of “last leg”, which means “RUN!”.
For the process of trying […]

/ Comments Off on Blog post 2: Music

Playtesting

Playtesting – A Method of Reflection
This week we have been executing a playtest with our fellow peers in the Game Design course in hopes of getting an outside perspective on our game. As we now have an Alpha build, we wanted some insight into the controls and the user friendliness of it.
Our method was simple. We set out a computer running our game, we had one person documenting the behaviors the witnessed from the player and one person asking them […]

/ Comments Off on Playtesting
Program: Game Design

Playtesting

Playtesting – A Method of Reflection
This week we have been executing a playtest with our fellow peers in the Game Design course in hopes of getting an outside perspective on our game. As we now have an Alpha build, we wanted some insight into the controls and the user friendliness of it.
Our method was simple. We set out a computer running our game, we had one person documenting the behaviors the witnessed from the player and one person asking them […]

/ Comments Off on Playtesting
Program: Game Design

Lycanthrope: Spider Animation (WIP)

Hello! My name is Mattias Borgqvist and I am currently working on a shoot em up game based on the concept document “A game of beelonging” by group Ouroboros.
This week I have been continuing working on our spider enemy but this time I have been focusing on the the animation part instead of just trying to get the final looks of the spider. Now I have to make the spider move instead of just being stationary which can look quite […]

/ Comments Off on Lycanthrope: Spider Animation (WIP)
Program: Graphics

Lycanthrope: Spider Animation (WIP)

Hello! My name is Mattias Borgqvist and I am currently working on a shoot em up game based on the concept document “A game of beelonging” by group Ouroboros.
This week I have been continuing working on our spider enemy but this time I have been focusing on the the animation part instead of just trying to get the final looks of the spider. Now I have to make the spider move instead of just being stationary which can look quite […]

/ Comments Off on Lycanthrope: Spider Animation (WIP)
Program: Graphics

Blog Post #2: Damage Sounds

During this very busy week I have been thinking over the sounds I need to make for this sprint plan and desperately trying to find time to do so. As I finally got some time to myself this afternoon, I managed to put together the start to some damage sounds. I have been considering carefully how I will make the sounds of damage reflect the art style and the emotional impact I want them to invoke. Since our Behemoth ship […]

/ Comments Off on Blog Post #2: Damage Sounds
Program: Graphics

Blog Post #2: Damage Sounds

During this very busy week I have been thinking over the sounds I need to make for this sprint plan and desperately trying to find time to do so. As I finally got some time to myself this afternoon, I managed to put together the start to some damage sounds. I have been considering carefully how I will make the sounds of damage reflect the art style and the emotional impact I want them to invoke. Since our Behemoth ship […]

/ Comments Off on Blog Post #2: Damage Sounds
Program: Graphics

Lighting in Umibozu

Context
The game concept my team and I are developing features a cone of light that reveals elements of the game world as its core mechanic. In the original concept the cone originates from the player’s avatar and and rotate automatically and the player can toggle this spot light on and off. In addition a halo of light surrounds the player, extending over a shorter distance than the light cone. Having the light cone on also depletes the player ship’s battery, […]

/ Comments Off on Lighting in Umibozu
Program: Programming

Lighting in Umibozu

Context
The game concept my team and I are developing features a cone of light that reveals elements of the game world as its core mechanic. In the original concept the cone originates from the player’s avatar and and rotate automatically and the player can toggle this spot light on and off. In addition a halo of light surrounds the player, extending over a shorter distance than the light cone. Having the light cone on also depletes the player ship’s battery, […]

/ Comments Off on Lighting in Umibozu
Program: Programming

Game Design-group Lycanthrope AI Bees part 2 I’m firing my Lasers

Hello, today I will write about how I upgraded my AI bees for our game. Our AI bees relied on circle colliders, but now they use line casting for detecting all kind of things, but mainly the distance to the player and if a point in the formation is empty. This new system will allow our bees to react dynamically to the player, the honeycomb formation, and the different positions the bees will have in the idle state. I made this […]

/ Comments Off on Game Design-group Lycanthrope AI Bees part 2 I’m firing my Lasers
Program: Programming

Game Design-group Lycanthrope AI Bees part 2 I’m firing my Lasers

Hello, today I will write about how I upgraded my AI bees for our game. Our AI bees relied on circle colliders, but now they use line casting for detecting all kind of things, but mainly the distance to the player and if a point in the formation is empty. This new system will allow our bees to react dynamically to the player, the honeycomb formation, and the different positions the bees will have in the idle state. I made this […]

/ Comments Off on Game Design-group Lycanthrope AI Bees part 2 I’m firing my Lasers
Program: Programming