Browsing 'Programming': Posts from Game Design and Programming

The Last Signal. Post #3: sprite management considerations
The projects (games) which we are working on in the course 5SD033 – Introduction to Game Development may not be big, but they are considerably bigger in scope than the simple games in 5SD022 – Game Programming I course.
In these games, a lot of sprites are required. A pressing need for a flexible sprite manager arises.
I spent a lot of time simply thinking about the right strategy to handle sprites. I also had my awful GameState::Enter()
function in mind; it […]

The Last Signal. Post #3: sprite management considerations
The projects (games) which we are working on in the course 5SD033 – Introduction to Game Development may not be big, but they are considerably bigger in scope than the simple games in 5SD022 – Game Programming I course.
In these games, a lot of sprites are required. A pressing need for a flexible sprite manager arises.
I spent a lot of time simply thinking about the right strategy to handle sprites. I also had my awful GameState::Enter()
function in mind; it […]

Team 12 Report 3 – Including animations and implementing it into our engine.
Hello! This week I will go through what I have been working on for this week. This week my task was to implement an old Animation skeleton from the SDL library to our new engine that is SFML based. This task proved itself to be a very hard challenge, my initial prediction of the time it would take was around 20 hours but that was a way to positive and naive prediction.
What I have made: I have converted the old […]

Team 12 Report 3 – Including animations and implementing it into our engine.
Hello! This week I will go through what I have been working on for this week. This week my task was to implement an old Animation skeleton from the SDL library to our new engine that is SFML based. This task proved itself to be a very hard challenge, my initial prediction of the time it would take was around 20 hours but that was a way to positive and naive prediction.
What I have made: I have converted the old […]

Implementation of AI (WIP)
This weeks blog post will be about my ongoing work on implementing a sort of decent AI for our Tower defense game. The way I am implementing AI does not use A*star since the enemies will not be hindered by moving. They will just follow a path and attack the closest tower, if it intersects their aggro range. And if not they follow the original path to their final goal, the tree which you are supposed to protect.
Their […]

Implementation of AI (WIP)
This weeks blog post will be about my ongoing work on implementing a sort of decent AI for our Tower defense game. The way I am implementing AI does not use A*star since the enemies will not be hindered by moving. They will just follow a path and attack the closest tower, if it intersects their aggro range. And if not they follow the original path to their final goal, the tree which you are supposed to protect.
Their […]

Team 12 Game Development Artifact 3 – Collision blocks
On our way to beta! Team 12 is working on a game called DashBat. The game is going to be a mix between speed runners adm super mario kart, the player is in a flying state. To progress through the level the player needs to avoid multiple objects at a high speed and to reach the end of the level in a short time.
I’m gonna talk about on of the artifacts that I worked on, collision blocks. This artifact is […]

Team 12 Game Development Artifact 3 – Collision blocks
On our way to beta! Team 12 is working on a game called DashBat. The game is going to be a mix between speed runners adm super mario kart, the player is in a flying state. To progress through the level the player needs to avoid multiple objects at a high speed and to reach the end of the level in a short time.
I’m gonna talk about on of the artifacts that I worked on, collision blocks. This artifact is […]
Space Shooter – Second blogpost
This week there’s no much for me to say. I’ve been sick so I got nothing done with my personal work.
Other than that all teams had their Alpha presentation this Friday. It was really fun to see what all the other teams had created.
Space Shooter – Second blogpost
This week there’s no much for me to say. I’ve been sick so I got nothing done with my personal work.
Other than that all teams had their Alpha presentation this Friday. It was really fun to see what all the other teams had created.

Items – The important stuff
Lovely image of the monsters heading for the beach and the magician thinking up three items to summon.
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 […]

Items – The important stuff
Lovely image of the monsters heading for the beach and the magician thinking up three items to summon.
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 […]

Destructible terrain
I’ve been working with the background and foreground implementation of our game during the last and this week. What I mean when I say the background and foreground implementation is more like a bitbased map.
At first when we started working on our game, we had this mindset of going with a tilebased map, since that was what we knew how to program. However we felt that it would make the gameplay while underground worse. It would feel choppy and not […]

Destructible terrain
I’ve been working with the background and foreground implementation of our game during the last and this week. What I mean when I say the background and foreground implementation is more like a bitbased map.
At first when we started working on our game, we had this mindset of going with a tilebased map, since that was what we knew how to program. However we felt that it would make the gameplay while underground worse. It would feel choppy and not […]

The Last Signal. Post #2: adding multiple bullets
So far we were only able to have one bullet in the game at any time. One of the most important tasks I was working on during this sprint (16 Feb – 20 Feb) was to implement “overcharge” item which temporarily increases rate of fire. When palyer’s rate of fire is increased, there will definitely be more than one bullet on the screen.
So this post is about how I added multiple bullets to the game. This is going to be a moderately […]

The Last Signal. Post #2: adding multiple bullets
So far we were only able to have one bullet in the game at any time. One of the most important tasks I was working on during this sprint (16 Feb – 20 Feb) was to implement “overcharge” item which temporarily increases rate of fire. When palyer’s rate of fire is increased, there will definitely be more than one bullet on the screen.
So this post is about how I added multiple bullets to the game. This is going to be a moderately […]
Implementing footstep sound effects
Last week I designed some footstep sound effects. One of the tasks I had this week was to implement them into the playable alpha version of our game. I started by cutting up the footstep sound file into 6 short files, each with a separate footstep. I wanted a system that plays sounds with a set interval that depends on the speed of the enemy, and I also wanted it to randomly select one of […]
Implementing footstep sound effects
Last week I designed some footstep sound effects. One of the tasks I had this week was to implement them into the playable alpha version of our game. I started by cutting up the footstep sound file into 6 short files, each with a separate footstep. I wanted a system that plays sounds with a set interval that depends on the speed of the enemy, and I also wanted it to randomly select one of […]

Progress off Power Ups, slow and steady.
Hello there!
Today I am going to talk about our game power ups, well we currently only have one so far in our game and it boosts the player’s speed during a short period of time. Our power-ups will consist of three major ones which can be combined into a various number of new ones depending on which two was combined. They will not activate automatically when you pick them up or as it is in our game when run over them, we […]

Progress off Power Ups, slow and steady.
Hello there!
Today I am going to talk about our game power ups, well we currently only have one so far in our game and it boosts the player’s speed during a short period of time. Our power-ups will consist of three major ones which can be combined into a various number of new ones depending on which two was combined. They will not activate automatically when you pick them up or as it is in our game when run over them, we […]

Design for Magic Writer. Blog post 2, Designing the Weakness System
After playtesting and iterating, one thing the team still tries to improve is the weakness system of magic writer. Why is it there and how did we change it.
The high concept of our vision of magic writer is the the following: Scibblenaut meets typing of the dead.
At it’s core, magic writer is about writing funny items into existing (Scribblenauts) and having a tactical shooter (typing of the dead) at the same time.
At this point, we’re having fun […]

Design for Magic Writer. Blog post 2, Designing the Weakness System
After playtesting and iterating, one thing the team still tries to improve is the weakness system of magic writer. Why is it there and how did we change it.
The high concept of our vision of magic writer is the the following: Scibblenaut meets typing of the dead.
At it’s core, magic writer is about writing funny items into existing (Scribblenauts) and having a tactical shooter (typing of the dead) at the same time.
At this point, we’re having fun […]
Fancy shot!
Continueing the Fancy Mansion project, the game where a theif invade the home of a rich old man. In the game, all the player have to do is to grab as much stuff, money and jewelry as possible and evade the old man. In order to get a working game we … – Läs hela inlägget här
Fancy shot!
Continueing the Fancy Mansion project, the game where a theif invade the home of a rich old man. In the game, all the player have to do is to grab as much stuff, money and jewelry as possible and evade the old man. In order to get a working game we … – Läs hela inlägget här