Browsing 'Programming': Posts from Game Design and Programming

The start of a HUD
This will weeks blog post will be about the way I programmed part of the HUD. This post will be concerning the life-bar of the avatar, and a bit of the rage system which is currently being improved.
The functionality for it was easy to program and no real complexity in the code was needed. Though some problems occurred while doing it, these problems occurred since I was tired while programming them. This post will mostly contain the problems that […]

The start of a HUD
This will weeks blog post will be about the way I programmed part of the HUD. This post will be concerning the life-bar of the avatar, and a bit of the rage system which is currently being improved.
The functionality for it was easy to program and no real complexity in the code was needed. Though some problems occurred while doing it, these problems occurred since I was tired while programming them. This post will mostly contain the problems that […]

Last Signal – Level Implementation and new Room System
This week I have been working on implementing the level files that our level designer has produced. I have encountered a few problems with this, and this is mostly due to how I created the Room System that I have written about in a earlier post.
The first problem was that the text file with the data for tiles, walls, etc contained too much information for it to be readable. If someone wanted to make changes to the level, […]

Last Signal – Level Implementation and new Room System
This week I have been working on implementing the level files that our level designer has produced. I have encountered a few problems with this, and this is mostly due to how I created the Room System that I have written about in a earlier post.
The first problem was that the text file with the data for tiles, walls, etc contained too much information for it to be readable. If someone wanted to make changes to the level, […]

My first A*pathfinding
This week my job has been to create a pathfinding system for our game Green Warden. For tower-defence-like game it needs a pathfinding system thats not just functional but also cheap for the processor to handle. As some probably know a tower-defence game could have hundreds of enemies on screen at the same time searching their way through a maze and obstacles. Sometimes the enemies must also be able to interrupt their current path to attack nearby towers and then, […]

My first A*pathfinding
This week my job has been to create a pathfinding system for our game Green Warden. For tower-defence-like game it needs a pathfinding system thats not just functional but also cheap for the processor to handle. As some probably know a tower-defence game could have hundreds of enemies on screen at the same time searching their way through a maze and obstacles. Sometimes the enemies must also be able to interrupt their current path to attack nearby towers and then, […]

Blog post no. 3: More Powerups
Tjenare,
Återigen så ska jag skriva om powerups. Det jag har pysslat med denna vecka, till skillnad från förra veckan, är att jag har börjat fokusera på enbart powerups. Fram till betan så skall jag få samtliga powerups implementerade och funktionella på rätt sätt. Idag, Torsdagen den 26/2, samt igår så har jag arbetat med vår rustning. Det är en rustning som man kan stjäla av Otto som gör så att spelaren rör sig långsammare samt kan ta två skott istället […]

Blog post no. 3: More Powerups
Tjenare,
Återigen så ska jag skriva om powerups. Det jag har pysslat med denna vecka, till skillnad från förra veckan, är att jag har börjat fokusera på enbart powerups. Fram till betan så skall jag få samtliga powerups implementerade och funktionella på rätt sätt. Idag, Torsdagen den 26/2, samt igår så har jag arbetat med vår rustning. Det är en rustning som man kan stjäla av Otto som gör så att spelaren rör sig långsammare samt kan ta två skott istället […]

Work going forward. Slowly.
This week I have no interesting solutions for problems to write about. The planning says I am supposed to work on sound effects that will give the player feedback upon picking up an object. Each kind of pickup object will have its own sound: coin, armor, light, painting, bear pelt and vase. Unfortunately I have not had time to start on these sounds, because I’ve been thinking about implementing pathfinding and dynamic lighting, as well as working on a task […]

Work going forward. Slowly.
This week I have no interesting solutions for problems to write about. The planning says I am supposed to work on sound effects that will give the player feedback upon picking up an object. Each kind of pickup object will have its own sound: coin, armor, light, painting, bear pelt and vase. Unfortunately I have not had time to start on these sounds, because I’ve been thinking about implementing pathfinding and dynamic lighting, as well as working on a task […]

Work going forward. Slowly.
This week I have no interesting solutions for problems to write about. The planning says I am supposed to work on sound effects that will give the player feedback upon picking up an object. Each kind of pickup object will have its own sound: coin, armor, light, painting, bear pelt and vase. Unfortunately I have not had time to start on these sounds, because I’ve been thinking about implementing pathfinding and dynamic lighting, as well as working on a task […]

Work going forward. Slowly.
This week I have no interesting solutions for problems to write about. The planning says I am supposed to work on sound effects that will give the player feedback upon picking up an object. Each kind of pickup object will have its own sound: coin, armor, light, painting, bear pelt and vase. Unfortunately I have not had time to start on these sounds, because I’ve been thinking about implementing pathfinding and dynamic lighting, as well as working on a task […]

GAME DEV: IMPLEMENTATION OF SOUND
In last Friday we had our presentation of the Alfa prototype. It was not a success! The reason was that it was quite incomplete. As we are four graphics and two programmers in the group we had chosen to have a symmetric view of the game because it is more challenging and demanding with a graphical point of view and easier to program. That was what we thought! It showed to be vice versa concerning the program part, it´s much […]

GAME DEV: IMPLEMENTATION OF SOUND
In last Friday we had our presentation of the Alfa prototype. It was not a success! The reason was that it was quite incomplete. As we are four graphics and two programmers in the group we had chosen to have a symmetric view of the game because it is more challenging and demanding with a graphical point of view and easier to program. That was what we thought! It showed to be vice versa concerning the program part, it´s much […]
Game Development Blog 3
This was our first week after Alpha in our game development course, when we started really doing planning out stuff for beta. My big task for this week was researching and starting to implement our new and improved AI.
Our Programming teacher Tommi had told us that he would dedicate both lessons this week to explaining AI, more specifically A* (pronounced A star). A* is a method of finding the shortest route to the destination for an AI to take.
So I […]
Game Development Blog 3
This was our first week after Alpha in our game development course, when we started really doing planning out stuff for beta. My big task for this week was researching and starting to implement our new and improved AI.
Our Programming teacher Tommi had told us that he would dedicate both lessons this week to explaining AI, more specifically A* (pronounced A star). A* is a method of finding the shortest route to the destination for an AI to take.
So I […]

A not so productive week with problems.
Hey there!
During this week I haven´t got so much work done unfortunately since I have run into some problem with parts of my code evolving animations and this is pretty much what I have been spending my week on trying to fit it into our game. Since we for this course have changed library from SDL (Simple DirectMedia Layer) and are now working with SFML (Simple and Fast Multimedia Library) we can not reuse our old animation files since they would need […]

A not so productive week with problems.
Hey there!
During this week I haven´t got so much work done unfortunately since I have run into some problem with parts of my code evolving animations and this is pretty much what I have been spending my week on trying to fit it into our game. Since we for this course have changed library from SDL (Simple DirectMedia Layer) and are now working with SFML (Simple and Fast Multimedia Library) we can not reuse our old animation files since they would need […]

spelutveckling #3
Denna vecka har jag fortsatt jobba på att hitta ljud och musik till vårat spel, jag har dock inte fått särskilt mycket gjort på grund av sjukdom men lite grann i alla fall. Jag har både kollat igenom ett ljudbibliotek som jag fick låna utan Finn och på internet, på bland annat sidor som freesound.org och freemusicarchive.org. Jag har främst försökt att hitta bakgrundsmusik till själva spelstadiet vilket är den musik spelaren kommer att höra mest utav så det måste […]

spelutveckling #3
Denna vecka har jag fortsatt jobba på att hitta ljud och musik till vårat spel, jag har dock inte fått särskilt mycket gjort på grund av sjukdom men lite grann i alla fall. Jag har både kollat igenom ett ljudbibliotek som jag fick låna utan Finn och på internet, på bland annat sidor som freesound.org och freemusicarchive.org. Jag har främst försökt att hitta bakgrundsmusik till själva spelstadiet vilket är den musik spelaren kommer att höra mest utav så det måste […]

Beta in a couple of weeks
This week we started working on the beta build of our game. At the presentation we did not get any criticism directed at the programming side of the game, so we did not see anything big that needed to be fixed. So instead we started discussing about what had to be added to the game. The most obvious thing is off course path finding so that we can actually use a map instead of just an open field like in […]

Beta in a couple of weeks
This week we started working on the beta build of our game. At the presentation we did not get any criticism directed at the programming side of the game, so we did not see anything big that needed to be fixed. So instead we started discussing about what had to be added to the game. The most obvious thing is off course path finding so that we can actually use a map instead of just an open field like in […]

The Green Warden – Report 3
Above is an example of how the main menu would look like.Artist: Eva Sokolova
This week, work has progressed on creating a functioning menu. I was able to take away code that was not needed for the menu and predeclared a few classes to make it work.
The reason for the slow progress is that I have insufficient skill to productively execute the task, which is also why I was given the main menu to play with and learn. I have […]

The Green Warden – Report 3
Above is an example of how the main menu would look like.Artist: Eva Sokolova
This week, work has progressed on creating a functioning menu. I was able to take away code that was not needed for the menu and predeclared a few classes to make it work.
The reason for the slow progress is that I have insufficient skill to productively execute the task, which is also why I was given the main menu to play with and learn. I have […]