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Bug or features (Part 2)
While coding the game play you always end up with unbelievable bugs, or is it a bug?
I have sometime built mini game upon bug I found, so all aren’t that evil. On behalf of that I now know decided to start a blog series with all off our bugs and feature there. You have to guess what it is, …. so now vote, is it a bug or a feature?
In this video we test the AI and collision system.
The sprint this week (19)
So it’s time once again to let you know what we will be up to this week, by posting our “sprint of the week”, “project plane of the week”, “to-do list of the week” or just simple our focus area (work) this week. As last week this week will focus much on programming. On Wednesday we have a “game presentation” and we will show some gameplay of the game to some people in the industry. So there’s a lot of things that should be done before that.
Code
Make more AI patterns
Adjust player control (revive)
Enemy generator true triggers
Camera kontroll Concept (2d)
Menu & GUI (animation)
Particles
Level (2d)
Finalize level 1
3d
Make animations for foes
Narrative
Fraps animations for sound effects
Other things
Start to work on presentation
Sketch for trailer for GGA
GGA boot
Game play presentation
Concept of normal enemy
Today I’d like to share a new recording. Like the previous one I posted, this video demonstrates the process of drawing and coloring an enemy concept in photoshop. All I knew when starting was that it should be a quite heavily armored average male warrior controlled by Maag, the leader of Jedna. His equipment will vary but in this case I felt that it would be cool if he wielded a large shield, making him suitable for a little more dynamic and interesting AI. I didn’t use any reference whatsoever, I’m painting directly from my head and experimenting with different shapes to create an interesting armor.
It took about three hours to finish but the video is at high speed as usual.
Part 1
New People on the PoH team
We haven’t talked so much about the new people on the PoH and what they will do. So I think feel it’s time to present them now : )
Programming
We haven’t really been on track with the programming for about 2 month and we have been about 2-3 weeks behind scheduel constantly. So we had to do something about it. That “something” was Andreas. Andreas will join the programmer team (Jakob and Baba) but he will focus solely on AI programming, this so Jakob and Baba can focus on all the other stuff such as engine optimizing, shaders, gameplay code and so on. Our producer Håkan has also step in as a programmer and he will program about 50% of his time (about 1h/day :p).
Music & Sound
We have the “know how” in the team but not the time to focus on music and sound, since it takes quiet some time to make. So we invited two new persons to do this.
Pontus Rufelt will make all the music for PoH and you have already heard a bit of it in the “teaser trailer” (yes it’s his music, it’s not music taken from Hans Zimmerman). Pontus is the first “external resource” that we use, but when we heard his creations we all said that he was the guy to make the music.
Josef will make all the sound effects for the game. We know and have worked with Josef on other games such as “In Other Words”.
So welcome Andreas, Pontus and Josef!
The sprint this week (w 11)
Because of lectures and misjudgments of our animations, we didn’t make last week sprint goals. We’ll make it up this week instead, which means working 10+ hours/day
This week sprint looks like this:
Code:
Physics and collision system
AI system
Graphic 3d
Animate all characters with textures
Model enemies for level 1-2Artists
Make list of all the enemies
Level
Sketch on level 5
Continue building levels
Make level shares list
Narrative
Continue as usual
Trailer
Suggestions for the next trailer
Level editor
Implement scripting according to schedule
2d menus
By the way, the spring seams to have arrived : )





