Browsing 'Programming': Posts from Game Design and Programming

Animations
Spritesheet containing some of the monsters for our game
Magic writer is a game concept me and a group of other people are developing.
In this you play as a magician that has a holiday on a tropical beach. Unfortunately he is interrupted by monster invading the beach. Ah no holiday this time. The magician is skilled in summoning magic. So he uses this to summon objects and throwing them with magic on the monsters. By doing this the monsters will […]

Animations
Spritesheet containing some of the monsters for our game
Magic writer is a game concept me and a group of other people are developing.
In this you play as a magician that has a holiday on a tropical beach. Unfortunately he is interrupted by monster invading the beach. Ah no holiday this time. The magician is skilled in summoning magic. So he uses this to summon objects and throwing them with magic on the monsters. By doing this the monsters will […]

Doors and keys
The past few day I’ve been working on fixing the doors and the keys in our space shooter. One of my programing colleges, Andreas Lundmark (link to his blog here), had been working on the base of both the doors and the keys, however since he got stuck with the coding and had to work on other parts of the game, such as sound and the menu of the game, I decided to take a look the […]

Doors and keys
The past few day I’ve been working on fixing the doors and the keys in our space shooter. One of my programing colleges, Andreas Lundmark (link to his blog here), had been working on the base of both the doors and the keys, however since he got stuck with the coding and had to work on other parts of the game, such as sound and the menu of the game, I decided to take a look the […]

Last week before Beta presentation, adding a tutorialscreen
Hello reader! Compared to how we felt one week before our Alpha presentation, our group is feeling a lot better when we go into the Beta presentation. During the Alpha presentation, we had only really basic gameplay without objectives, and no graphical implementation at all. We also lacked things like powerups and a projectile. To be fair, it didn’t look like a mole doing anything at all, it was just a square picking up squares being chased by squares. While […]

Last week before Beta presentation, adding a tutorialscreen
Hello reader! Compared to how we felt one week before our Alpha presentation, our group is feeling a lot better when we go into the Beta presentation. During the Alpha presentation, we had only really basic gameplay without objectives, and no graphical implementation at all. We also lacked things like powerups and a projectile. To be fair, it didn’t look like a mole doing anything at all, it was just a square picking up squares being chased by squares. While […]

LAST SIGNAL – H.A.C.
In order to relay information to the player we needed a way to give the player the right information needed at the right time. To do this we created the Handheld Artificial Companion, or H.A.C. for short. This allows us to relay information in the games universe without breaking the immersion that we want to achieve. The name comes from the narrative created by our level designer while he was designing the levels for the game.
The H.A.C. displays the text in a […]

LAST SIGNAL – H.A.C.
In order to relay information to the player we needed a way to give the player the right information needed at the right time. To do this we created the Handheld Artificial Companion, or H.A.C. for short. This allows us to relay information in the games universe without breaking the immersion that we want to achieve. The name comes from the narrative created by our level designer while he was designing the levels for the game.
The H.A.C. displays the text in a […]

Weekly blog assignment #5
Hi everyone!
I started out this week with finishing my bounce power-up, I did have some troubles with it as it had some bugs. After spending a considerable amount of time on it I asked for help from our lead code, after a few iterations we were able to solve it and now it works fine (most of the time).
The main thing I worked on this week was creating a instructions state, where the players can see two pictures that explains […]

Weekly blog assignment #5
Hi everyone!
I started out this week with finishing my bounce power-up, I did have some troubles with it as it had some bugs. After spending a considerable amount of time on it I asked for help from our lead code, after a few iterations we were able to solve it and now it works fine (most of the time).
The main thing I worked on this week was creating a instructions state, where the players can see two pictures that explains […]

The Door Class and Level Collision
So don’t be afraid there the last post was about this and it was not the working copy which I will now tell you about.
Yes the Door and level collision is fixed and now I will tell you how I with some help did it!.
First of the Level collision:
So after gaining help from a brilliant friend we used the debug tool to look over every part of the code that involved the collision between the player and the map.
What we […]

The Door Class and Level Collision
So don’t be afraid there the last post was about this and it was not the working copy which I will now tell you about.
Yes the Door and level collision is fixed and now I will tell you how I with some help did it!.
First of the Level collision:
So after gaining help from a brilliant friend we used the debug tool to look over every part of the code that involved the collision between the player and the map.
What we […]
”Wanted Animation”
The beta-crunch is on and this week our group have been totally focused on adding the last, important features to our game. But also cutting the features that we won’t be able to add in time for beta or final.
In our game the players avatar, the bat, has many different states that are all represented by a change of animation to the bat. Examples of these is: “flying” -the normal animation cycle of the bat flying without any powerup, “greenP” […]
”Wanted Animation”
The beta-crunch is on and this week our group have been totally focused on adding the last, important features to our game. But also cutting the features that we won’t be able to add in time for beta or final.
In our game the players avatar, the bat, has many different states that are all represented by a change of animation to the bat. Examples of these is: “flying” -the normal animation cycle of the bat flying without any powerup, “greenP” […]

Fancy Mansion – Artificial Intelligence
Last week I did some pre-work for making path-finding work in our game, and this week’s work took off right after last week’s work ended. This week I have been working with getting the AI for Mr. Fancy implemented, making him move to the location where the player made a sound (i.e. when the player is running). Something I have also implemented is a kind of a field of view for Mr. Fancy, which makes him chase the player if they […]

Fancy Mansion – Artificial Intelligence
Last week I did some pre-work for making path-finding work in our game, and this week’s work took off right after last week’s work ended. This week I have been working with getting the AI for Mr. Fancy implemented, making him move to the location where the player made a sound (i.e. when the player is running). Something I have also implemented is a kind of a field of view for Mr. Fancy, which makes him chase the player if they […]

Veckan innan Beta
Detta är den sista veckan innan Beta och Beta presentation imorgon bitti. Jag har varit så stressad och haft så mycket saker att göra denna vecka. Tyvärr det ha varit som när man har så mycket att göra så att du bara inte kan få något gjort alls. Jag har haft en riktigt dålig vecka där jag har jobbat lite på designen dokumentet (läs om det här) för att uppdatera det, vi har också fått feedback på dokumentet från […]

Veckan innan Beta
Detta är den sista veckan innan Beta och Beta presentation imorgon bitti. Jag har varit så stressad och haft så mycket saker att göra denna vecka. Tyvärr det ha varit som när man har så mycket att göra så att du bara inte kan få något gjort alls. Jag har haft en riktigt dålig vecka där jag har jobbat lite på designen dokumentet (läs om det här) för att uppdatera det, vi har också fått feedback på dokumentet från […]

LAST SIGNAL – H.A.C.
In order to relay information to the player we needed a way to give the player the right information needed at the right time. To do this we created the Handheld Artificial Companion, or H.A.C. for short. This allows us to relay information in the games universe without breaking the immersion that we want to achieve. The name comes from the narrative created by our level designer while he was designing the levels for the game.
The H.A.C. displays the text in a […]

LAST SIGNAL – H.A.C.
In order to relay information to the player we needed a way to give the player the right information needed at the right time. To do this we created the Handheld Artificial Companion, or H.A.C. for short. This allows us to relay information in the games universe without breaking the immersion that we want to achieve. The name comes from the narrative created by our level designer while he was designing the levels for the game.
The H.A.C. displays the text in a […]

Weekly blog assignment #5
Hi everyone!
I started out this week with finishing my bounce power-up, I did have some troubles with it as it had some bugs. After spending a considerable amount of time on it I asked for help from our lead code, after a few iterations we were able to solve it and now it works fine (most of the time).
The main thing I worked on this week was creating a instructions state, where the players can see two pictures that explains […]

Weekly blog assignment #5
Hi everyone!
I started out this week with finishing my bounce power-up, I did have some troubles with it as it had some bugs. After spending a considerable amount of time on it I asked for help from our lead code, after a few iterations we were able to solve it and now it works fine (most of the time).
The main thing I worked on this week was creating a instructions state, where the players can see two pictures that explains […]

”GameOverState”
Den här veckan tänker jag skriva lite om hur jag tänkte när jag gjorde ”GameOverState” klassen och även lite om huvudmenyn då det är en och samma sak, bara i olika klasser.”GameOverState” klassen påminner mycket om meny klassen som jag gjorde förra veckan. Jag tog meny klassen som bas för att göra ”gameover”, när spelaren dör / blir fasttagen av fienden så ska spelaren se ”gameover” skärmen som är ett separat ”gamestate”.
”GameOverState” har för […]

”GameOverState”
Den här veckan tänker jag skriva lite om hur jag tänkte när jag gjorde ”GameOverState” klassen och även lite om huvudmenyn då det är en och samma sak, bara i olika klasser.”GameOverState” klassen påminner mycket om meny klassen som jag gjorde förra veckan. Jag tog meny klassen som bas för att göra ”gameover”, när spelaren dör / blir fasttagen av fienden så ska spelaren se ”gameover” skärmen som är ett separat ”gamestate”.
”GameOverState” har för […]