Browsing 'Programming': Posts from Game Design and Programming

A hectic week

This week has been very hectic because of the incoming alpha milestone and for some reason everything always starts to go wrong when you are close to a critical point. but on to this weeks artifact.
I have mostly worked on the first enemy of the game which is a swordfish. This enemy will swim across the screen until it is in line with the player and  when that happens it starts to charge and will not stop until it is […]

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Program: Programming

A hectic week

This week has been very hectic because of the incoming alpha milestone and for some reason everything always starts to go wrong when you are close to a critical point. but on to this weeks artifact.
I have mostly worked on the first enemy of the game which is a swordfish. This enemy will swim across the screen until it is in line with the player and  when that happens it starts to charge and will not stop until it is […]

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Program: Programming

[5SD033] Blog 2 – So you wanna build a level, huh?

av: Martin Carlsson
grupp: 10
Tile System
This week I’ve started to implement a tile system. The idea is to use Tiled as a level editor and then use the data stored in the Tiled file format, .tmx. Reading the .tmx file is mostly the same as .xml files. For this project I’m using TinyXml 2 for parsing the .tmx file, since it seems to have all the functionality I need for reading the files. There are tons of options when it comes […]

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Program: Programming

[5SD033] Blog 2 – So you wanna build a level, huh?

av: Martin Carlsson
grupp: 10
Tile System
This week I’ve started to implement a tile system. The idea is to use Tiled as a level editor and then use the data stored in the Tiled file format, .tmx. Reading the .tmx file is mostly the same as .xml files. For this project I’m using TinyXml 2 for parsing the .tmx file, since it seems to have all the functionality I need for reading the files. There are tons of options when it comes […]

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Program: Programming

AI Implementation

The Enemy entity (yellow plane) seen here has its AIStates pointer set to the Chase state, causing it to follow the player and shoot.
I have finished coding and implemented the AI that I planned and structured last week. I will attempt to summarise what code went into its behaviours and managements of states, and how they were implemented into an enemy Entity.
 
In the Enemy objects Class, an AIStates pointer is located and in the Enemy class’ Update function it sets […]

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Program: Programming

AI Implementation

The Enemy entity (yellow plane) seen here has its AIStates pointer set to the Chase state, causing it to follow the player and shoot.
I have finished coding and implemented the AI that I planned and structured last week. I will attempt to summarise what code went into its behaviours and managements of states, and how they were implemented into an enemy Entity.
 
In the Enemy objects Class, an AIStates pointer is located and in the Enemy class’ Update function it sets […]

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Program: Programming

Del Två – Veckan till Alpha

Spel-testet i måndags.
Har inte så mycket att säga för denna veckan som är relevant
I spel-testet i måndags kunde man styra Avataren, skjuta på fienderna som åkte från vänster till höger av skärmen, men som alltid när man gör sista minuten ändringar för att rätta ett fel, skapar det andra fel.
Vet inte direkt hur felet som vi fick efter ändringen kom till. Spelet som visades upp “kraschade” när man startade det, gick ur loopen om man inte rörde på avataren i […]

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Program: Programming

Del Två – Veckan till Alpha

Spel-testet i måndags.
Har inte så mycket att säga för denna veckan som är relevant
I spel-testet i måndags kunde man styra Avataren, skjuta på fienderna som åkte från vänster till höger av skärmen, men som alltid när man gör sista minuten ändringar för att rätta ett fel, skapar det andra fel.
Vet inte direkt hur felet som vi fick efter ändringen kom till. Spelet som visades upp “kraschade” när man startade det, gick ur loopen om man inte rörde på avataren i […]

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Program: Programming

Trowl – HardWinds

This week I have been working on serveral different tasks. Amongst these were: Owlet duplication and movement, two different enemy-type classes (Eagle and Hawk) and finally Hard winds. I have choosen to describe more thoroughly is how I implemented Hard winds into the game.
Hard winds is one of our obstacles in  Trowl. If the player enters these hardwinds the player movement is slowed down for a couple of seconds causing him and the owlets to become more vulnerable to enemy […]

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Program: Programming

Trowl – HardWinds

This week I have been working on serveral different tasks. Amongst these were: Owlet duplication and movement, two different enemy-type classes (Eagle and Hawk) and finally Hard winds. I have choosen to describe more thoroughly is how I implemented Hard winds into the game.
Hard winds is one of our obstacles in  Trowl. If the player enters these hardwinds the player movement is slowed down for a couple of seconds causing him and the owlets to become more vulnerable to enemy […]

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Program: Programming

Power up, grupp 4 post #2

Då har en till vecka gått förbi och det har varit en helt okej vecka om man kollar programmeringen som har gjorts för min del. I slutet av förra veckan så satt vi i grupp 4 och gick igenom vad vi behövde för saker till Alphan. Vi kom fram till ett par olika saker som fortfarande behövdes göras eller fixas till innan Alpha. En av de sakerna som behövdes göras var att vi behövde ha en power up i spelet, […]

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Program: Programming

Power up, grupp 4 post #2

Då har en till vecka gått förbi och det har varit en helt okej vecka om man kollar programmeringen som har gjorts för min del. I slutet av förra veckan så satt vi i grupp 4 och gick igenom vad vi behövde för saker till Alphan. Vi kom fram till ett par olika saker som fortfarande behövdes göras eller fixas till innan Alpha. En av de sakerna som behövdes göras var att vi behövde ha en power up i spelet, […]

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Program: Programming

Vecka 4 – Meny

Hejsan! Denna veckan har jag arbetat med en meny som skall användas till vårat spel. I denna menyn skall man kunna bläddra mellan fyraolika options(än så länge finns enbart tre). De som skall finnas är:

Play
Rätt uppenbart, spelet startar om man trycker på denna.
Options
Om man trycker på detta så kommer man till en ny sida med nya val. Där kommer det finnas några simpla val som man kan välja mellan, såsom fullscreen on eller off eller vilka knappar man vill styra […]

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Program: Programming

Vecka 4 – Meny

Hejsan! Denna veckan har jag arbetat med en meny som skall användas till vårat spel. I denna menyn skall man kunna bläddra mellan fyraolika options(än så länge finns enbart tre). De som skall finnas är:

Play
Rätt uppenbart, spelet startar om man trycker på denna.
Options
Om man trycker på detta så kommer man till en ny sida med nya val. Där kommer det finnas några simpla val som man kan välja mellan, såsom fullscreen on eller off eller vilka knappar man vill styra […]

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Program: Programming

Vecka fyra: The Boss

Denna veckas artefakt som jag har arbetat med har varit en boss till vårt spel. Så vad jag har gjort som har varit boss relaterat är då dess rörelse, dess attack formationer och beteenden samt dess död.
Jag började med att bygga upp bossens skelett med de vanliga Entitets funktionerna och sedan lägga in funktioner som är speciella för just bossen. Vad som skiljer bossen från de vanliga fienderna är att bossen har olika ”states” som ändrar dess beteenden och attackmönster samt […]

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Program: Programming

Vecka fyra: The Boss

Denna veckas artefakt som jag har arbetat med har varit en boss till vårt spel. Så vad jag har gjort som har varit boss relaterat är då dess rörelse, dess attack formationer och beteenden samt dess död.
Jag började med att bygga upp bossens skelett med de vanliga Entitets funktionerna och sedan lägga in funktioner som är speciella för just bossen. Vad som skiljer bossen från de vanliga fienderna är att bossen har olika ”states” som ändrar dess beteenden och attackmönster samt […]

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Program: Programming

Week 2, GameDev Projectile Manager / Enemy Shooting

This will be somewhat of a continuation on my last blog post about projectile management in our game project Datepocalypse. However, as the earlier subject was more focused on Player feedback when shooting this section will be about our game’s projectile making structure.
Earlier most code was in handled in our TestScene (or TestGameState if you will) and was rather unorganized and cluttered with poorly chosen variables and hard to read walls of text (of code).
As the next step for our […]

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Program: Programming

Week 2, GameDev Projectile Manager / Enemy Shooting

This will be somewhat of a continuation on my last blog post about projectile management in our game project Datepocalypse. However, as the earlier subject was more focused on Player feedback when shooting this section will be about our game’s projectile making structure.
Earlier most code was in handled in our TestScene (or TestGameState if you will) and was rather unorganized and cluttered with poorly chosen variables and hard to read walls of text (of code).
As the next step for our […]

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Program: Programming

Creating a Basic Camera

So this week I’ve been working on getting a camera to work as well as getting tile based things to be drawn correctly, however I’ll be focusing on my camera work!
 
So if you are not familiar with the concept I’m working on I’ll go through it quickly.
The game is called “Trowl” and you play as an owl mother who lives on a train with her children. The train start to move, scattering the owl mother and her owlets across the train. […]

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Program: Programming

Creating a Basic Camera

So this week I’ve been working on getting a camera to work as well as getting tile based things to be drawn correctly, however I’ll be focusing on my camera work!
 
So if you are not familiar with the concept I’m working on I’ll go through it quickly.
The game is called “Trowl” and you play as an owl mother who lives on a train with her children. The train start to move, scattering the owl mother and her owlets across the train. […]

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Program: Programming

Implementation of HUD-elements, PotatoPirates

This week I have been working on implementing our HUD into the game. Our HUD consists of:

Health indicators
Ammo indicators

Crate, with numerical representation of the ammo.
Potato-clusters, to visualize that the ammo is potatoes a bit more.

Altimeter

Indicator on the altimeter, altimeter is only visible in stealth as of now.

 
Screen-shot from the game with visible HUD-elements in combat mode:

 
Starting out I built a HUD-class to manage all the elements for the HUD, and used a draw function to draw the HUD-elements as simple […]

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Program: Programming

Implementation of HUD-elements, PotatoPirates

This week I have been working on implementing our HUD into the game. Our HUD consists of:

Health indicators
Ammo indicators

Crate, with numerical representation of the ammo.
Potato-clusters, to visualize that the ammo is potatoes a bit more.

Altimeter

Indicator on the altimeter, altimeter is only visible in stealth as of now.

 
Screen-shot from the game with visible HUD-elements in combat mode:

 
Starting out I built a HUD-class to manage all the elements for the HUD, and used a draw function to draw the HUD-elements as simple […]

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Program: Programming

inlägg 2

Hud
Den här veckan har jag jobbat på diverse olika delar av spelet men tänkte snabbt dela med mig om vår Hud.
Vi vill förmedla till spelaren tre olika saker via vår Hud och försöka hålla den så minimal och ren som möjligt.
Vi har en bar för ”stress” vilket representerar spelaren Health points. Stress mätaren ökar konstant under spelets gång och varje gång spelaren blir träffad av en fiende ökar stressen.
Spelaren kan sänka sin stress genom att skjuta fiender eller plocka upp […]

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Program: Programming

inlägg 2

Hud
Den här veckan har jag jobbat på diverse olika delar av spelet men tänkte snabbt dela med mig om vår Hud.
Vi vill förmedla till spelaren tre olika saker via vår Hud och försöka hålla den så minimal och ren som möjligt.
Vi har en bar för ”stress” vilket representerar spelaren Health points. Stress mätaren ökar konstant under spelets gång och varje gång spelaren blir träffad av en fiende ökar stressen.
Spelaren kan sänka sin stress genom att skjuta fiender eller plocka upp […]

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Program: Programming