Browsing 'Programming': Posts from Game Design and Programming

Dragon Song – Gauge Meter

This week I want to talk about the “gauge meter“ that will play a big part in controlling how the game will sound in relation too how good the player perform during the game.
The music that plays during the level consists of different layers. The first layer is only the core beat while the second layer is a bass track. When the player achieve a certain goal (we have not yet decided exactly which goal that is but right now […]

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Program: Programming

Dragon Song – Gauge Meter

This week I want to talk about the “gauge meter“ that will play a big part in controlling how the game will sound in relation too how good the player perform during the game.
The music that plays during the level consists of different layers. The first layer is only the core beat while the second layer is a bass track. When the player achieve a certain goal (we have not yet decided exactly which goal that is but right now […]

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Program: Programming

Mole Munch – Dev log 2

Denna vecka har allt mitt fokus gått till att skapa ett vattenflöde. Detta har skapats för att fylla tunnlarna som mullvaden har grävt under marken. Varför detta vattenflöde är användbart är för att spelaren inte ska kunna vara inaktiv för länge, även fast hen är under marken. Därför finns detta vattenflöde för att skapa känslan av ett konstant hot.
Vattenflödet i detta stadiet är inte helt färdigt, vi programmerare hade ett möte med vår programmeringslärare där vi fick en idé om […]

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Program: Programming

Mole Munch – Dev log 2

Denna vecka har allt mitt fokus gått till att skapa ett vattenflöde. Detta har skapats för att fylla tunnlarna som mullvaden har grävt under marken. Varför detta vattenflöde är användbart är för att spelaren inte ska kunna vara inaktiv för länge, även fast hen är under marken. Därför finns detta vattenflöde för att skapa känslan av ett konstant hot.
Vattenflödet i detta stadiet är inte helt färdigt, vi programmerare hade ett möte med vår programmeringslärare där vi fick en idé om […]

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Program: Programming

Making the bat fly (and dash)

The deadline for alpha is closing in on us and our little bat game. Still the stress to get the features needed into the game isn’t really that bad. We have the situation under control, I think.
This week my main focus has been on the controls of the bat, our game’s avatar. After the playtesting session we got a lot of feedback that our controls felt sluggish, slow and that the bat was to difficult to maneuver through the level. […]

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Program: Programming

Making the bat fly (and dash)

The deadline for alpha is closing in on us and our little bat game. Still the stress to get the features needed into the game isn’t really that bad. We have the situation under control, I think.
This week my main focus has been on the controls of the bat, our game’s avatar. After the playtesting session we got a lot of feedback that our controls felt sluggish, slow and that the bat was to difficult to maneuver through the level. […]

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Program: Programming

Team 12 Game Development Report 2 – Sonar projectile

In this weeks development report I will go through the creation of the sonar beam artifact, its purposes in the game and how I made it in c++ with visual studio.
What the sonar beam is: The sonar beam is teams 12 games only projectile. It is a projectile which will travel from the player through out the screen, clearing and destroying all of the enemies present on the current screen. The sonar wave will be what is called a ”smart […]

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Program: Programming

Team 12 Game Development Report 2 – Sonar projectile

In this weeks development report I will go through the creation of the sonar beam artifact, its purposes in the game and how I made it in c++ with visual studio.
What the sonar beam is: The sonar beam is teams 12 games only projectile. It is a projectile which will travel from the player through out the screen, clearing and destroying all of the enemies present on the current screen. The sonar wave will be what is called a ”smart […]

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Program: Programming

Tile-Set Implementation

This weeks blog post will be about the implementation of the tile-set. The main part of the tile-system is how it reads from a file.
The main function of the file reading system is called explode. Explode works in such a way that it creates a  vector for parts. The functions parameter defines what the delimiter will be and what sort of text it contains.
The function works in such a way that if I have a row of text in a […]

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Program: Programming

Tile-Set Implementation

This weeks blog post will be about the implementation of the tile-set. The main part of the tile-system is how it reads from a file.
The main function of the file reading system is called explode. Explode works in such a way that it creates a  vector for parts. The functions parameter defines what the delimiter will be and what sort of text it contains.
The function works in such a way that if I have a row of text in a […]

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Program: Programming

AI & structure

Hello!
So this week I have been working on the following AI and a better way to draw the rooms that the map are currently creating.
The first I did this week was start with a AI for our enemy number 2. But the as I have progressed slowly in the work and we are going to show an alpha this Friday (tomorrow). I decided to change my priority work this Wednesday.
As of now that might have been to late and I […]

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Program: Programming

AI & structure

Hello!
So this week I have been working on the following AI and a better way to draw the rooms that the map are currently creating.
The first I did this week was start with a AI for our enemy number 2. But the as I have progressed slowly in the work and we are going to show an alpha this Friday (tomorrow). I decided to change my priority work this Wednesday.
As of now that might have been to late and I […]

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Program: Programming

Pre Alpha week

Hello,
This week has been all about preparing for the pre alpha meeting. So this week I took the role as the member of the team to merge all our code into one. I thought this was going to be really easy and I would have had a lot of time to work on adding new features to our game, but I had a really hard time actually combining our code. The first problem that i stumbled upon was that on […]

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Program: Programming

Pre Alpha week

Hello,
This week has been all about preparing for the pre alpha meeting. So this week I took the role as the member of the team to merge all our code into one. I thought this was going to be really easy and I would have had a lot of time to work on adding new features to our game, but I had a really hard time actually combining our code. The first problem that i stumbled upon was that on […]

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Program: Programming

fixed TileMap

The game I’m working on, as a programmer, is (temporary called) Green Warden. This game is sort of a Tower Defence where the player runs around with an avatar, planting seeds that grow up to projectile-shooting trees (towers) against army of lumberjacks (and flamethrowers).
When the players are building their trees/towers we wanted each tower to fit in in a fixed grid of tiles; like chess, where only one piece can be place on one tile.
I wrote a tile map class […]

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Program: Programming

fixed TileMap

The game I’m working on, as a programmer, is (temporary called) Green Warden. This game is sort of a Tower Defence where the player runs around with an avatar, planting seeds that grow up to projectile-shooting trees (towers) against army of lumberjacks (and flamethrowers).
When the players are building their trees/towers we wanted each tower to fit in in a fixed grid of tiles; like chess, where only one piece can be place on one tile.
I wrote a tile map class […]

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Program: Programming

GAME DEV WEEK#3; DESCRIBING STATES AND MODES PLUS PROGRAMMING OBJECTS

Hello! My name is Daniel Granqvist and I´m right now working with two courses called ”Introduction to game development” and ”Game Programming 2” at Uppsala University.
In the past course we described a game and now we have chosen a game described by another group in order to realize it and program it as a real functional game within 10 weeks.  Our group is called no 13 and consists of six persons.
My role in the group is Lead Sound, which means I´m responsible for all sound […]

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Program: Programming

GAME DEV WEEK#3; DESCRIBING STATES AND MODES PLUS PROGRAMMING OBJECTS

Hello! My name is Daniel Granqvist and I´m right now working with two courses called ”Introduction to game development” and ”Game Programming 2” at Uppsala University.
In the past course we described a game and now we have chosen a game described by another group in order to realize it and program it as a real functional game within 10 weeks.  Our group is called no 13 and consists of six persons.
My role in the group is Lead Sound, which means I´m responsible for all sound […]

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Program: Programming

Redo, new team and Soundmanager

So I will start this blog-post of by saying the following. I failed a class and have to redo it. But don’t worry I got an awesome new team and great team members.
So this is what I have worked on on the course since I started it again.
To the game I offered to code a Maploader (a program that handles objects on the map and draws the map). However after the group talked the hard working labor and hours put […]

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Program: Programming

Redo, new team and Soundmanager

So I will start this blog-post of by saying the following. I failed a class and have to redo it. But don’t worry I got an awesome new team and great team members.
So this is what I have worked on on the course since I started it again.
To the game I offered to code a Maploader (a program that handles objects on the map and draws the map). However after the group talked the hard working labor and hours put […]

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Program: Programming

Space shooter – A*(Star) pathfinding

De senaste fyra veckorna har vi arbetat med ett projekt där vi ska skapa ett spel från en annan grupps concept. Vi i Team 1 arbetar med ett spel som heter Fancy Mansion.  I Fancy Mansion så spelar man som en inbrottstjuv som ska sno värdefulla föremål ifrån Mr. Fancy samtidigt som man undviker honom.
Jag har arbetat med pathfinding i spelet och tänkte skriva om den så kallade A* (A-star) algoritmen.
När man smyger runt i Mr. Fancys herrgård så måste […]

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Program: Programming

Space shooter – A*(Star) pathfinding

De senaste fyra veckorna har vi arbetat med ett projekt där vi ska skapa ett spel från en annan grupps concept. Vi i Team 1 arbetar med ett spel som heter Fancy Mansion.  I Fancy Mansion så spelar man som en inbrottstjuv som ska sno värdefulla föremål ifrån Mr. Fancy samtidigt som man undviker honom.
Jag har arbetat med pathfinding i spelet och tänkte skriva om den så kallade A* (A-star) algoritmen.
När man smyger runt i Mr. Fancys herrgård så måste […]

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Program: Programming

Making footstep sound effects

In the current course, we are creating a game based on another group’s concept. My group chose a concept called Fancy Mansion, in which you play as a burglar and have to find valuables while avoiding the owner of the house, Mr. Fancy. This week I have mainly been designing sound effects; footstep sound effects. These sounds will have an important role in gameplay as the player will listen to what kind of footstep sounds come from Mr. Fancy and […]

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Program: Programming

Making footstep sound effects

In the current course, we are creating a game based on another group’s concept. My group chose a concept called Fancy Mansion, in which you play as a burglar and have to find valuables while avoiding the owner of the house, Mr. Fancy. This week I have mainly been designing sound effects; footstep sound effects. These sounds will have an important role in gameplay as the player will listen to what kind of footstep sounds come from Mr. Fancy and […]

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Program: Programming