Browsing 'Programming': Posts from Game Design and Programming

Game Development – Nr.1 | Magic Writer

Background around the game
Magic Writer is a game where you play as a wizard relaxing on a beach when monsters all of a sudden starts attacking from the ocean. The wizard defends the people on the beach by conjuring items and throwing them at the monsters. The player conjures items by typing the items name.
The process of checking for typed items has two steps. There is a list of three active words, these are the words that the player can type […]

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Program: Programming

Game Development – Nr.1 | Magic Writer

Background around the game
Magic Writer is a game where you play as a wizard relaxing on a beach when monsters all of a sudden starts attacking from the ocean. The wizard defends the people on the beach by conjuring items and throwing them at the monsters. The player conjures items by typing the items name.
The process of checking for typed items has two steps. There is a list of three active words, these are the words that the player can type […]

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Program: Programming

Fancy Mansion – Light and darkness

About three weeks ago we started a new course called Introduction to Game Development. In this course we are going to create a game from a concept which another group has made in the previous course, Game Analysis and Game Design. My group chose the concept called Fancy Mansion, in which you play as a burglar who is breaking in to a mansion owned by a man called Mr. Fancy. One of the main features in the game is that of […]

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Program: Programming

Fancy Mansion – Light and darkness

About three weeks ago we started a new course called Introduction to Game Development. In this course we are going to create a game from a concept which another group has made in the previous course, Game Analysis and Game Design. My group chose the concept called Fancy Mansion, in which you play as a burglar who is breaking in to a mansion owned by a man called Mr. Fancy. One of the main features in the game is that of […]

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Program: Programming

Player movement with Animations

During this week I have implemented multiple things, this post will contain information of the a 8-directional movement system.
Some syntax information:
A vector is a container for two variables of a set type, in this case it holds two float values since its declared like this. sf::Vector2f playerAcceleration. sf is the namespace name which contains the possibility to declare a vector.
A Enum is a identifier which has a certain integral value( a whole number without decimals). The Enum itself has certain […]

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Program: Programming

Player movement with Animations

During this week I have implemented multiple things, this post will contain information of the a 8-directional movement system.
Some syntax information:
A vector is a container for two variables of a set type, in this case it holds two float values since its declared like this. sf::Vector2f playerAcceleration. sf is the namespace name which contains the possibility to declare a vector.
A Enum is a identifier which has a certain integral value( a whole number without decimals). The Enum itself has certain […]

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Program: Programming

Fancy Collision

My group and I are setting out to make a game called Fancy Mansion. A game in which you sneak around in an old mansion owned by (the almost as old) Otto von Fancy. Suddenly Otto wakes up knowing that you are in the house but not where. I have chosen … – Läs hela inlägget här

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Program: Programming

Fancy Collision

My group and I are setting out to make a game called Fancy Mansion. A game in which you sneak around in an old mansion owned by (the almost as old) Otto von Fancy. Suddenly Otto wakes up knowing that you are in the house but not where. I have chosen … – Läs hela inlägget här

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Program: Programming

Fancy Mansion: a change of setting

In Introduction to Game Development, students are to select a game concept created by another group in the previous course, and turn it into a fully playable game. Our group selected Fancy Mansion, a concept developed by classmates for a stealth game aimed at a younger audience.

The player will act as a thief, who’s stuck at the top floor of a fancy mansion. To be more specific; Otto von Fancy’s mansion. Due the the thief’s great debt to a notorious […]

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Program: Programming

Fancy Mansion: a change of setting

In Introduction to Game Development, students are to select a game concept created by another group in the previous course, and turn it into a fully playable game. Our group selected Fancy Mansion, a concept developed by classmates for a stealth game aimed at a younger audience.

The player will act as a thief, who’s stuck at the top floor of a fancy mansion. To be more specific; Otto von Fancy’s mansion. Due the the thief’s great debt to a notorious […]

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Program: Programming

Mole Munch – Dev log 1

Vi är en grupp på 6 personer som tillsammans utvecklar ”Mole munch”. ”Mole munch” är ett projekt i kursen Spelutveckling i samband med Spelprogrammering 2. Jag går i rolen av ”Lead Code” och lägger därför mycket av mitt fokus på att programmera. Vad jag har valt att fokusera på denna veckan är vad som kallas en entitetslista. Detta är en lista skapad för att samla alla objekt i spelet. Varför man vill samla alla objekt i en lista är för att det underlättar […]

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Program: Programming

Mole Munch – Dev log 1

Vi är en grupp på 6 personer som tillsammans utvecklar ”Mole munch”. ”Mole munch” är ett projekt i kursen Spelutveckling i samband med Spelprogrammering 2. Jag går i rolen av ”Lead Code” och lägger därför mycket av mitt fokus på att programmera. Vad jag har valt att fokusera på denna veckan är vad som kallas en entitetslista. Detta är en lista skapad för att samla alla objekt i spelet. Varför man vill samla alla objekt i en lista är för att det underlättar […]

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Program: Programming

Game Development! post 1


Map in-game

Hi!
This is the fist week when we are suppoed to write a blogpost on our game development course. This is the week when we showed our pre-alpha.
I’m going to talk about things that I have programmed during the week, specifically one feature each week. This week I will be focusing on the map creation.
What I mean by this is the technical aspect of map creation and loading it from an outside file.
First of all, the reason I even load the […]

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Program: Programming

Game Development! post 1


Map in-game

Hi!
This is the fist week when we are suppoed to write a blogpost on our game development course. This is the week when we showed our pre-alpha.
I’m going to talk about things that I have programmed during the week, specifically one feature each week. This week I will be focusing on the map creation.
What I mean by this is the technical aspect of map creation and loading it from an outside file.
First of all, the reason I even load the […]

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Program: Programming

The Last Signal. Post #1: placing colliders

One of the requirements of the course which we are now taking, 5SD033 – Introduction to Game Development, is to post weekly updates about an artifact you have been working on in the previous week. My team is working on a game called The Last Signal which focuses on a pilot’s efforts to survive when his space exploration vessel picked up extraterrestrial life forms while the ship was landed on a planet.
Once a week I will make a post beginning with […]

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Program: Programming

The Last Signal. Post #1: placing colliders

One of the requirements of the course which we are now taking, 5SD033 – Introduction to Game Development, is to post weekly updates about an artifact you have been working on in the previous week. My team is working on a game called The Last Signal which focuses on a pilot’s efforts to survive when his space exploration vessel picked up extraterrestrial life forms while the ship was landed on a planet.
Once a week I will make a post beginning with […]

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Program: Programming

PlayerMole

Den här veckan har jag arbetat med den spelbara karaktären i vårt spel Mole Munch, mole. Det var ett antal saker som vi i gruppen ville att vår mole skulle kunna göra till vår Alpha. Vi ville att den skulle kunna:

Byta mellan SurfaceMode och DigMode (vi använder oss av gradvis osynlighet för att visa att vår mole är under ytan i vår Alpha)
Röra sig med hjälp av piltangenterna (normal rörelse)
Plocka upp grönsaker genom att gå över dem (ger poäng, poängen […]

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Program: Programming

PlayerMole

Den här veckan har jag arbetat med den spelbara karaktären i vårt spel Mole Munch, mole. Det var ett antal saker som vi i gruppen ville att vår mole skulle kunna göra till vår Alpha. Vi ville att den skulle kunna:

Byta mellan SurfaceMode och DigMode (vi använder oss av gradvis osynlighet för att visa att vår mole är under ytan i vår Alpha)
Röra sig med hjälp av piltangenterna (normal rörelse)
Plocka upp grönsaker genom att gå över dem (ger poäng, poängen […]

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Program: Programming

Blogpost no. 1: Spaceshooter

Hi all!
This is the first blogpost since we started this new project I am going to explain real quick what the project is about.
We are pretty much the same group that we worked in during the last project, when we were supposed to create a spaceshooter-concept. In this project we were supposed to pick a spaceshooter-concept that another group made and then create the game based on that concept.
We picked a game called Fancy Mansion which is a game where […]

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Program: Programming

Blogpost no. 1: Spaceshooter

Hi all!
This is the first blogpost since we started this new project I am going to explain real quick what the project is about.
We are pretty much the same group that we worked in during the last project, when we were supposed to create a spaceshooter-concept. In this project we were supposed to pick a spaceshooter-concept that another group made and then create the game based on that concept.
We picked a game called Fancy Mansion which is a game where […]

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Program: Programming

Mole Munch

So, it’s time for another blogpost, this time it will be about our current project. We have been told to design a game based upon another groups concept that they created in the last gamedesign course.
We decided to pick the concept “Mole Munch” which is about a mole that tries to eat all of a gardeners vegetables, the gardener isn’t quite too fond of this of course, and will therefore give pretty much everything he has to catch this mole.
During […]

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Program: Programming

Mole Munch

So, it’s time for another blogpost, this time it will be about our current project. We have been told to design a game based upon another groups concept that they created in the last gamedesign course.
We decided to pick the concept “Mole Munch” which is about a mole that tries to eat all of a gardeners vegetables, the gardener isn’t quite too fond of this of course, and will therefore give pretty much everything he has to catch this mole.
During […]

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Program: Programming

Team 12 Game Development Report 1 – Traps and mechanics

What I made: This week my big focus was on making traps and obstacles for the player to dodge.
The spider: The spider trap is a trap that will be somewhat hidden for the player and once the player is within striking range. Once the player is within striking range the spider will lunge downwards towards the player, the spider will charge downwards really quickly and once the spider has completed its charging cycle it will slowly reel back in to […]

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Program: Programming

Team 12 Game Development Report 1 – Traps and mechanics

What I made: This week my big focus was on making traps and obstacles for the player to dodge.
The spider: The spider trap is a trap that will be somewhat hidden for the player and once the player is within striking range. Once the player is within striking range the spider will lunge downwards towards the player, the spider will charge downwards really quickly and once the spider has completed its charging cycle it will slowly reel back in to […]

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Program: Programming