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Bad Crystal - Making a game

Blogs > Abjurer
Post a Reply
Abjurer
Profile Blog Joined April 2009
Sweden208 Posts
May 09 2020 13:38 GMT
#1
For the past months I have been working away at a video game and been having so much fun (and heaps of frustration) making it. It is a fast-paced multiplayer inspired by Gauntlet and Hammerwatch. The goal is to bring back the yellow crystal to your starting position. The game features different classes and abilities and I aim to include a leveling system in the future.

Here is some gameplay I recorded when we played 2v2!



It is built in Unity and uses Photon Pun2 for multiplayer. I have made most of the assets and coding myself (except character models and animations). You could probably save alot of time by buying assets but I found the whole process very interesting. You get to use many different skillsets - making music/sounds, 3d-modeling, thinking about story and setting, programming.

Next on the menu is bug fixing and implementing a proper game lobby/hosting to then hopefully release a public beta (or alpha rather..) to collect feedback.

The game is in a constant state of high intensity, instead I will try to change the flow of the game to alternate more.


About me

I am originally an architect and got into programming when doing my master thesis. I set out to learn how to code without any prior experience which made for quite a rough spring. The topic was swarm behaviour and how generative processes could be used as a tool in design.
Link to video

Covid19 hit the architecture field hard in Sweden and have actually been working as a freelance frontend developer for the past 2 months instead. Think I will leave architecture behind and move into IT permanently. It's just too interesting.

If anyone needs any tips on getting into game development I'd happy to help!

****
bw<3 cj<3
naughtDE
Profile Blog Joined May 2019
158 Posts
May 09 2020 15:32 GMT
#2
Don't leave architecture behind, bring it with you into IT! Wheel of Time had some of the most sensible and memorable level designs because the architecture made sense. The Sims were invented because Will Wright's house burned down and he had to deal with architecture software of that time.

You probably didn't mean it that way, but that still is a terrible way to put it. Take it all in and with you and best of luck! :D
"I'll take [LET IT SNOW] for 800" - Sean Connery (Darrell Hammond)
Abjurer
Profile Blog Joined April 2009
Sweden208 Posts
May 09 2020 15:51 GMT
#3
On May 10 2020 00:32 naughtDE wrote:
Don't leave architecture behind, bring it with you into IT! Wheel of Time had some of the most sensible and memorable level designs because the architecture made sense. The Sims were invented because Will Wright's house burned down and he had to deal with architecture software of that time.

You probably didn't mean it that way, but that still is a terrible way to put it. Take it all in and with you and best of luck! :D


Great advice! It surely is a good toolbox to have in level design and for developing a creative process. And with game design being so open there is always some way to put more of yourself into what you´re creating.

Thanks! :D
bw<3 cj<3
TelecoM
Profile Blog Joined January 2010
United States10675 Posts
May 16 2020 08:54 GMT
#4
This looks epic ! Reminds me of the 2D Sword fighting game on Steam Nidhogg Kind of, I love how much micro is involved, would love to try. Thanks for sharing
AKA: TelecoM[WHITE] Protoss fighting
Abjurer
Profile Blog Joined April 2009
Sweden208 Posts
May 18 2020 11:43 GMT
#5
On May 16 2020 17:54 GGzerG wrote:
This looks epic ! Reminds me of the 2D Sword fighting game on Steam Nidhogg Kind of, I love how much micro is involved, would love to try. Thanks for sharing


Thanks for the support! I love Nidhogg and the soundtrack especially. I will PM you when I have a beta with proper lobbys and stuff!
bw<3 cj<3
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