Welcome! I am a game designer from Norway who puts a great deal of focus on creating a gameplay experience that will be satisfactory for player. I have good variation of knowledge within most fields of game design. I'll be posting all kind of things...
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The Pursuing Realm OST - Ingame Fast
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3/3 uploaded, jobs done!
Try out the game here: http://bit.ly/2ePyeXh
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The Pursuing Realm OST - Ingame Normal
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Made this for a game I released in late october :) 1 more coming up soon!
Try it out here: http://bit.ly/2ePyeXh
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The Pursuing Realm OST - Mainmenu
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Made this for a game I released in late october :) got 2 more tracks coming up soon.
Try it out here: http://bit.ly/2ePyeXh
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Darkness Forever: Updated Stats Screen!
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I've updated the stats screen to something more than a red transparent background and a few white boxes! What do you think?
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Enemy hp bars! Yay or nay?
Greetings! Enemy HP bars! Yay or nay? I've had some back and forth thoughts of having it in the game... In the prototype very early on I had it implemented and loved keeping track of their HPs, but at the same time disliked how it collided with the looks of the envirenment. I recently gave it another try, made it so the bar would display when the enemy gets hit, fades away after a short time and lowered the opacity. This little tweak made it work in my opinion, what do you think?
More info: https://www.facebook.com/DarknessForeverGame/
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Darkness Forever: New save intro and main menu!
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Freshed up the main menu, and implemented introduction when starting up a new save!
It's been a few days hasn't it! Freshed up the main menu screen, and added introduction when starting a new save. :) Over the past few days I've mostly been trying to understand how google game services works and how to implement it into the game. As of now I'm feeling more comfortable with it, finally! Soon there'll be achievements & leaderboard available, well at least placeholders...
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Time-Lapse: EyeDefense from 'Darkness Forever'
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I was planning on having more animations for this one, but ended up with 4. (previously 3, without the dmgtaken anim)
I wanted a "lookAtEnemy" when enemies gets close and a few more idle states for variation, but were already quite satisfied with the ones I already had, so I decided to drop it. I might add one more idle state in the future, we'll see!
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Darkness Forever - Update#4: Graphics, colors, animations and more!
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Changelog:
- Stats system! AttackPower(AP), SpellPower(SP), Crit(CRT), Vitality(VIT) and Speed(SPD) Speed may be replaced with something else.) - Enemy 1 & 2 now have names!: Zhul Rager & Zhul Spitter - Added and adjusted animation on: Playerchar, EyeDefense, ZhulSpitterBullet, PlayerPosition - Greatly adjusted colors on almost everything - Redesigned Option & Stats button - Added a new background - Added damage text display above enemies - "Shadowbolt" now properly works with curse stacking And more!
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Time-Lapse: PlayerCharacter from 'Darkness Forever'
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This one definetly had it's up and downs along the way. I spent quite a lot of time in the beginning figuring how the looks of the char was gonna be like, and
was often unhappy with the results. Eventually got to something I was satisfied with. Same thing with the animations, I had the ideas ready of how it was all gonna be displayed, but I never managed to make it look good, so I had to improvise along the way here as well. Again, got to something I was satisfied with. :)
Stay tuned for my game here: https://www.facebook.com/DarknessForeverGame/
Facebook: https://www.facebook.com/agelvik Twitter: https://twitter.com/Agelvik Homepage: https://agelvik.wordpress.com/
#timelapse#unity3d#spine2d#madewithspine#design#animation#game development#indie#darkness forever#video
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Darkness Forever: Stats scale draft
Alright, done with the first draft of how the player & enemy stats will scale throughout the game. Also, math... yuck.
Last week I gave some input of how the upgrades will work and how it scales, and I've made some changes since then. I decreased the amount of upgradeable options from 12 down to 5 to make it more user-friendly, and I will pretty much remove the talent tree section. What I'm aiming for still remains, but it's less complicated to approach. The stats are Attack power (AP), Spell power (SP), Speed (SPD), Crit (CRT) and Vitality (VIT).
AP scales with all player attacks (except of curse) SP stacks only with curse from Shadowbolt (For now!) SPD stacks with players auto attack, and the abilities "Swift Dark" and "Black Burst". CRT applies to everything except of curse VIT with players HP. Just in this very moment I'm considering to apply this to the Defense Orbs as well (Had plans to increase it's HP after each wave completion, but this makes more sense perhaps?) Feel free to leave me any suggestions, I appreciate them all :)
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Been struggling a little with the curse and dmg display system, but managed to make it work in the end! Since the damage will increase when making progress, it would be a little boring if you couldn't see how much damage you're actually doing, right?
Changelog: - Adjusted HUD, top left corner - Added Damage text display - Added Crit system - Added Curse system - Added a useless gear top right corner
Facebook: Darkness Forever
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I've made some good progress with the game over the past few days! Added textures on the players ability buttons, reskinned character and animations. I’m happy about how it’s turning out :)
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The cursed skull ability "Shadowbolt" is ready to go!
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Made some good progress with the players talent section menu! The video should bring a pretty good idea about what I'm aiming for. So, in order to gain these talent points, you'll have to beat a wave of monsters. There's currently in total 996 points obtainable throughout the game, which means hey, 1000 waves. :)
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Time-Lapse: Enemy 2 (Darkness Forever)
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Enemy 2, done!
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