Posts

HiFi Demo

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After fixing most of the issues. We decided to record the gameplay. And made a gameplay video in which we explain the mechanics of the game. You can watch the video here below. Enjoy.

Post effects and finishing touches

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This week was our last week to work on the game. Me and my team worked on the latest functionalities we wanted in the game.   One of this functionalities is Making a Scene from Game Technology Workshop 4. This allowed us to make Start, Game and End scenes. We also added customization to the players name. Martijn did mostly the work on this part and explained us how he did it so me and Bjarne could understand and work with it. We also fixed a couple of issues. I personally focused on the combat and dialogue systems. I added the functionality that enemies fight back when the character is within a certain range. And also fixed the issues which came along with the previous update. Where enemies didn’t stop fighting while in dialogue with the main character. And then I made a couple of sprites for the game. And finally did some research on post processing effects. Adding post processing effects made it possible to give the different areas different looks and feels. As you can ...

Combat System

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This week I've got the assignment from my teacher to switch to coding instead of focusing only on the art. So I decided to code the combat system. Our main character can now fight the sand monster and defeat it. I also did some tweaks on the dialogue system which is programmed by my team mate. For example, the enemy stops chasing the character while in dialogue and depending on the choices of the player, the enemy returns to his base when spared or resumes the chase. And I've also programmed that the enemy drops the sword, which is made by another team made, when defeated or spared. The player hits the enemy which is in his attack range. This happens when pressing the space bar. The amount of damage is depending on the attack damage. In this example the monster has 100 health and the damage of the attack is 30. When the enemy has less than 10 health an dialogue box appears. Where the player can choose to spare the enemy or keep the fight going. There are no effects or anima...

Designing Sand Monster

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For our own game demo we need to make 3 enemies. One of them lives in the southern sand area, one lives in the northern ice are and the last one is the end boss. Which lives behind the closed door in the centre/grass area. I'v designed the one in the southern area. The Monster is based on creatures who live in the sandy areas around our world. That's where the inspiration comes from. This creatures has camel like humps on his back to store up water so it can live for days in an area like a dessert without drinking water. Also the backside is a sort of shield to protect itself while sleeping on his belly. The colors will act like a sort of camo in a sandy area. The creatures grows hair in the top of his head to protect it form bright sun light.  While writing this I noticed that I forgot the eyelashes of this creature to give him better sight in the sunny area he lives in. I've placed the main character to compare the size difference. 

Animating Fons

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Last week I've created the main character, which is not finished yet but now we have one and we can actually build the story around him. I will ad more details to the character later on. But first thing to do is ad some animation to the game. Research I'm not an experienced animator and I know that there are alot of option amnimating one character but I don't know which one to use. So I decided to try out 3 methods. Adobe Character Animator First I tried animating Fons in Adobe Character Animator. This application let's creators animate an character using the camera and rigs. (As far as my research goes) I tried animating Fons in this software but actually wasted a lot of time. Or not really wasted 'cause I learnt that Adobe Character Animator is not made for game development. Frame for Frame Animation For the front facing animation I've created a w.i.p. animation by drawing every frame. This one also took a lot of time. But I was fa...

Designing the Main Character

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For our own game, which is going to be developer by me and two class mates. I have created an character. The character is very basic so that the contrast between the normal world and the other Realms is much greater.  I have first started with a sketch and  a short story about the main character. The main character is approximately 40 years of age and has a normal day job lives a normal live. He doesn't hate his live but he can't say he loves it. The guy is dutch and lives in the present. Which means he's in quarantine at the moment. One day he needs to take out the trash and as always he does this the night before. When he does this he's in his sweatpants and sweater.  So he takes out the garbage and as he walks back he notices something shiny on the ground. It's an pocket watch. It's made out of gold, so the character pics this thing up. He pushes the button on top of it and a portal is created in the middle of nowhere which suck the character up and that...

Game Design Workshop 3

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How are the concepts of Flow, Level Design , Reward & Punishment and Balancing implemented in my analyses game? To answer this question I have used the library and lab methods of the DOT framework. First I did some library research on the internet and I also played the game to search for this aspects myself. You can read the full analyses on  the game analyses page. We have created a low fidelity world map of the game we are going to make. In this map we are trying to explain our game flow. The player starts on the starting point somewhere in the middle of the map. The player can choose which way to walk. On the map you can see which is the right way to walk trough the map.