We have participated in a finnish Pelit magazine’s Game art contest called ”Disainia peliin”. There are 3 sections
1.Main character/s
2.Background
3.Gameplay
Jury will select the best 10-20 works to be presented at the exhibition in Digiexpo and WDC house november in Helsinki. The best of the best will be chosen by the public in a vote and awarded with a high-end Samsung HD tv. Remember to vote for us!
Here are our contest pictures!
Matti is currently programming the artificial intelligence that enemies and other characters will use in the game.
Here are some thoughts about the stuff he has done so far:
How does a game character find its route around the game world?
The simplest and perhaps the most efficient way to do the path logic is to create nodes and links. The technique is easy to comprehend, fast to calculate and overall pretty reliable. It works well enough in both 2D and 3D worlds.
The arrangement is straightforward. There can be zero or many nodes. One node can be connected to zero or many other nodes. A single node can be one of several types.
Characters that do not care about walls or other obstacles follow white ether nodes. Characters that fly follow white air nodes. Characters that are earth-bound use green earth nodes. And characters that live in water follow blue water nodes. It’s also possible to join different types of nodes but it depends on the character whether all various paths can be utilized.
The success of the implementation depends heavily on the route-finding algorithm.
Tony, 35, is our producer and game designer.
Tony is a relative newcomer midst the mobilive staff since Raging Ragnar is his first game project.
Raging Ragnar is going to be a fun to play retro-platformer with innovative controls, Tony feels.
According to him, mobilive will hopefully become a force to be reckoned within game business after Raging Ragnar mesmerizes gamers worldwide. It could happen even before that with the launch of Death Golf.
As you might have noticed, we have changed the blog to a new domain, www.ragingragnar.com. From now on “Project Valhalla” will be called Raging Ragnar, a name that required hours of sweat, tears and sitting in a hot confined space to come up with. We made a decision to go with a more of a vector cartoonish kind of style for the marketing and blog, but the game itself will continue with the pixel graphics. Stay tuned for lots of cool updates!
Joni is a 21 year-old game artist and Raging Ragnar’s project manager. His titles also include Hercules and Emperor of Everything in Existence – to name a few. His previous projects include Free Fallin’ and Voodoo Ninja.
He believes that Valhalla will be a smash hit because of its unique and addictive engine. In the future he believes that mobilive will get more fans and interested players who will follow us.
Pete is the man responsible of music and sounds. His previous tasks include Danger Golf, Free Fallin’ and some smaller projects.
He is convinced that Ragnar will be liked because of it’s 8-bit nostalgia and because it is originally scary. He is sure that mobilive will be seen and heard of as a maker of original and appreciated cell phone games.








