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The sprint this week (20)

So, time is starting to run out and the things to do starts to really pile up and in the middle of is half of the team is going to Nordic Games next week.

Code
- Sound & Music (Jakob)
- Change diffuse light (Baba)
- Calibrate particle effects (Baba)
- Optimize code (Jakob & Baba)
- Vertex shader (Baba)
- Game over screen (Jakob)
- Movement & camera (Nixi & Baba)

Animation
- Collision boxes (Tobbe & Jona)
- Frame on character that will detect damage (Tobbe & Jona & Nixi)

Level optimization
-Level 1 (Dwarf)
-Level 2 (Dwarf)

Trailer
- Content (Stoff)

Exhibition booth
- Get all measures & printing details (Stoff)

Other thing

- Gameplay test on Friday, demo done on Thursday

The sprint this week (w 18)

SGA (Sweden Game Awards) and GGA (Gotland Game Awards) starting to close up, so we have to focus on getting all system running and working together. So this next month we will be focusing on tuning things and not to implement new features.

Code
Make more AI patterns
Adjust player control
Get particle and light effects onto the characters
Get gem system to work
Enemy generator

Concept (2d)
Menu & GUI

Levels 2d
Continue working on levels

3D
Make more animations and get the to work smoothly

Narrative
List of sound effects
Start to work on presentation
Sketch for trailer for GGA
Test the story on regular people

Other things
Take screenshots
Move to new office
Start on the last sprint

The sprint this week (w 17)

The last weeks we haven’t had weekly sprint due to Easter and also because we had to finish up things we haven’t completed. Now it seams that we’re starting to get back on track and in the near weeks you’ll be able to see that : ) Our team is also growing a bit, but we’ll tell you more about it in the next few days.

Code:
AI programming
Get shadows to work
Sync normal maps in the engine
Vertex shaders
Basic collision

2d:
Help to fine tune 3d models

3d:
Fine tune animations

Level editor:
Fine tune bloom
Make levels more complete

Narrative:
Research

The sprint this week (w15)

Everyone has more than their hand full and on top of it Easter is coming this week. Which probably means that we’re losing some work days since some of us are going to visit our families. Also we might have to present last weeks canceled presentation. Well that’s life : )

This week sprint looks something like this:

Code:
Continue work on shaders
Implement other features

2d:
Concept art for bosses
Concept art for alternative enemies

3d:
Continue making enemies
Put textures on 3d models

Levels:
Continue making level

Narrative:
Explanations for all people and enemies in the game

Marketing:
Sleep and fishing : p

The sprint this week (w 14)

Now we’re in production phase (major sprint 4), most of the concepting is done, the major tools are done, the game is up and running on the white box and so on. No it’s mostly putting everything together and making a game.

This week sprint looks like this:

Code:
Collision and basic physics
Player control and basic game play
Also continue work on Shaders, GUI, interface, particle effects

2d:
New versions of some of the enemies
Level 1 done

3d:
Continue making enemies

Narrative:
Should be done by the end of the week
Story and patterns for every enemy

Other things:
Test normal maps
New ingame pictures
Game presentation for the “game panel”

Testing the levels in 3d

3dmax-draft-level01-city

Before the level editor is finished 3ds Max are the place to be if you want to test the levels for basic movement with the parallaxes.

Mainly the environment is supposed to be compiled of a range of 2d plane, in different length from the camera. The ground the characters move on besides are supposed to be 3d mesh with variating height levels (depending on the structure of actual level design) well, and also 3d mesh object on the ground, but mostly for the reason that the perspective gets wrong otherwise.

After all it’s supposed to look mostly like a hi-tech 2dscroller and the all of it fit together with minimal graphical glitch between the 2d and 3d.