Daily Archives: February 13, 2014

Game development week 4, Design Document writing.

During the week i have been writing the design document for the game i am working on. In the start of the week the design document was containing around 800 words and a lot of unneeded material. During most of my monday i spent reading trough the Design document and commented on what was in need of cleaning and rephrasing. Throughout the rest of the week i have been reading others design document from earlier project to understand the structure […]

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Program: Graphics

Game development week 4, Design Document writing.

During the week i have been writing the design document for the game i am working on. In the start of the week the design document was containing around 800 words and a lot of unneeded material. During most of my monday i spent reading trough the Design document and commented on what was in need of cleaning and rephrasing. Throughout the rest of the week i have been reading others design document from earlier project to understand the structure […]

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Program: Graphics

Problem with perspective

What: This week I’ve been continuing working on the tiles for the walls and floors in our game. I have also been working on other elements in the game such as posters and some furniture.
Since our game will be a stealth game we have decided to have a top-down perspective. But in order to get more feeling to the setting we decided on this sort of fake-isometric perspective for the walls, this will allow us to put posters and stuff […]

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Program: Graphics

Problem with perspective

What: This week I’ve been continuing working on the tiles for the walls and floors in our game. I have also been working on other elements in the game such as posters and some furniture.
Since our game will be a stealth game we have decided to have a top-down perspective. But in order to get more feeling to the setting we decided on this sort of fake-isometric perspective for the walls, this will allow us to put posters and stuff […]

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Program: Graphics

Watergun Alien

This week I have put focus on drawing sprites. As I have not really done top-down sprites before, I had to learn some new techniques. I googled around to find some reference images for top-down sprites and stumbled upon the classic title Alien Breed for the Amiga.

Alien Breed’s player sprites’ has served well as references but I felt like it would look weird  if the player character had the weapon straight in front of the face. I mean; who the […]

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Program: Graphics

Watergun Alien

This week I have put focus on drawing sprites. As I have not really done top-down sprites before, I had to learn some new techniques. I googled around to find some reference images for top-down sprites and stumbled upon the classic title Alien Breed for the Amiga.

Alien Breed’s player sprites’ has served well as references but I felt like it would look weird  if the player character had the weapon straight in front of the face. I mean; who the […]

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Program: Graphics

EntityManager, collision is a breeze

It was a little while ago that I finished the Entitymanager for our spaceshooter project. However today I am going to explain how it works and why it makes collision so much easier for our game.
Lets first look at our Entitymanager.h

Which includes a vector of Entity pointers, a SpriteManager pointer and a map that will control collision.
First there is the constructors, which are not really important at this point. One of them contains a pointer to the sprite manager, […]

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Program: Programming

EntityManager, collision is a breeze

It was a little while ago that I finished the Entitymanager for our spaceshooter project. However today I am going to explain how it works and why it makes collision so much easier for our game.
Lets first look at our Entitymanager.h

Which includes a vector of Entity pointers, a SpriteManager pointer and a map that will control collision.
First there is the constructors, which are not really important at this point. One of them contains a pointer to the sprite manager, […]

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Program: Programming

Blog-post nr.1 5SD033: Game Development – Introduction

For soon four weeks, I and my group, have been developing a game we call With Intent (working title) which originates from the idea of Escape, which was a concept created by another group, about 3 month ago.
Each week I will pick an Artifact (piece of the game) and try to explain why we did as we did, how it went and if I would do it any other way next time.
……
The Artifact I have chosen to write about this […]

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Program: Programming

Blog-post nr.1 5SD033: Game Development – Introduction

For soon four weeks, I and my group, have been developing a game we call With Intent (working title) which originates from the idea of Escape, which was a concept created by another group, about 3 month ago.
Each week I will pick an Artifact (piece of the game) and try to explain why we did as we did, how it went and if I would do it any other way next time.
……
The Artifact I have chosen to write about this […]

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Program: Programming

First real blog-post for the new course – Buttons

I have been working on the code for menu buttons so far this week. Why? Because we need buttons to navigate the menus, pretty much like every other game made for PC. They will be needed in pretty much every state except maybe the game-state and the titlescreen.
 We couldn’t decide how we would make them, where we going to create a button-manager that keeps track of pretty much everything, like output and such, were we going to create one button-class […]

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Program: Programming

First real blog-post for the new course – Buttons

I have been working on the code for menu buttons so far this week. Why? Because we need buttons to navigate the menus, pretty much like every other game made for PC. They will be needed in pretty much every state except maybe the game-state and the titlescreen.
 We couldn’t decide how we would make them, where we going to create a button-manager that keeps track of pretty much everything, like output and such, were we going to create one button-class […]

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Program: Programming

Artifact : Sliders

The artifact that I will go through this week will be the Sliders.
What is the Slider ?
The sliders I’ve created can be used either as a Health bars or Volume controllers or in any scenario where you have a bar that needs to get re sized often and without effort.
The slider is  a rectangle that grows from 0 being the lowest all the way up to 100 being a full bar, easily set by an integer.

How was the Slider created?
The way […]

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Program: Programming

Artifact : Sliders

The artifact that I will go through this week will be the Sliders.
What is the Slider ?
The sliders I’ve created can be used either as a Health bars or Volume controllers or in any scenario where you have a bar that needs to get re sized often and without effort.
The slider is  a rectangle that grows from 0 being the lowest all the way up to 100 being a full bar, easily set by an integer.

How was the Slider created?
The way […]

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Program: Programming

Game dev – Game states

I created three types of game states using Jonas Lundgrens GameStateManager. These are: PlayState, PauseState and CustomizeState. The PlayState holds the actual playable game, the pause state exists as a first state that is entered when pausing the game. The CustomizeState exists for the player to be able to customize stats using pickups collected in the game.
The GameObjectManager
I described how this manager works in my last post, but I will do so again. It stacks states on top of […]

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Program: Programming

Game dev – Game states

I created three types of game states using Jonas Lundgrens GameStateManager. These are: PlayState, PauseState and CustomizeState. The PlayState holds the actual playable game, the pause state exists as a first state that is entered when pausing the game. The CustomizeState exists for the player to be able to customize stats using pickups collected in the game.
The GameObjectManager
I described how this manager works in my last post, but I will do so again. It stacks states on top of […]

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Program: Programming

EntityManager, collision is a breeze

It was a little while ago that I finished the Entitymanager for our spaceshooter project. However today I am going to explain how it works and why it makes collision so much easier for our game.
Lets first look at our Entitymanager.h

Which includes a vector of Entity pointers, a SpriteManager pointer and a map that will control collision.
First there is the constructors, which are not really important at this point. One of them contains a pointer to the sprite manager, […]

/ Comments Off on EntityManager, collision is a breeze
Program: Programming

EntityManager, collision is a breeze

It was a little while ago that I finished the Entitymanager for our spaceshooter project. However today I am going to explain how it works and why it makes collision so much easier for our game.
Lets first look at our Entitymanager.h

Which includes a vector of Entity pointers, a SpriteManager pointer and a map that will control collision.
First there is the constructors, which are not really important at this point. One of them contains a pointer to the sprite manager, […]

/ Comments Off on EntityManager, collision is a breeze
Program: Programming

Artifact : Sliders

The artifact that I will go through this week will be the Sliders.
What is the Slider ?
The sliders I’ve created can be used either as a Health bars or Volume controllers or in any scenario where you have a bar that needs to get re sized often and without effort.
The slider is  a rectangle that grows from 0 being the lowest all the way up to 100 being a full bar, easily set by an integer.

How was the Slider created?
The way […]

/ Comments Off on Artifact : Sliders
Program: Programming

Artifact : Sliders

The artifact that I will go through this week will be the Sliders.
What is the Slider ?
The sliders I’ve created can be used either as a Health bars or Volume controllers or in any scenario where you have a bar that needs to get re sized often and without effort.
The slider is  a rectangle that grows from 0 being the lowest all the way up to 100 being a full bar, easily set by an integer.

How was the Slider created?
The way […]

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Program: Programming

Reflektion av veckans arbete

Den här veckan la jag det jag höll på med åt sidan därför jag blev ombedd att skapa en enemy till alpha. Det skulle vara en fisk som inte stack ut mycket och som skulle passa att dupliceras många gånger. Den skulle passa in i stora stim och kännas neutral. Den skulle inte ha så mycket karaktär eller några i ögon fallande aspekter. Jag fann inspiration från sardiner. Så jag började med att skissa fram något enkelt i photoshop, som […]

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Program: Graphics

Reflektion av veckans arbete

Den här veckan la jag det jag höll på med åt sidan därför jag blev ombedd att skapa en enemy till alpha. Det skulle vara en fisk som inte stack ut mycket och som skulle passa att dupliceras många gånger. Den skulle passa in i stora stim och kännas neutral. Den skulle inte ha så mycket karaktär eller några i ögon fallande aspekter. Jag fann inspiration från sardiner. Så jag började med att skissa fram något enkelt i photoshop, som […]

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Program: Graphics

Artifact blog #1 Collision

Hi. Time to start writing about the game design course!
This past week Hampus and I worked on understanding and using the collision in Box2D.  Box2D is a physics engine that works with C++, and while only using it for the collision might seem a bit of an overkill Box2D has such a great variety of usage that learning it now can pay off in later projects as well. As far as collision goes here’s a list of the features Box2D […]

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Program: Programming

Artifact blog #1 Collision

Hi. Time to start writing about the game design course!
This past week Hampus and I worked on understanding and using the collision in Box2D.  Box2D is a physics engine that works with C++, and while only using it for the collision might seem a bit of an overkill Box2D has such a great variety of usage that learning it now can pay off in later projects as well. As far as collision goes here’s a list of the features Box2D […]

/ Comments Off on Artifact blog #1 Collision
Program: Programming