Monthly Archives: February 2014

Blog-post 2 Customization! …kind of

I finished the buttons last week so now I could finally start to build the customization-state. So, this time I’m going to write a little bit about that.
 I’ll take a quick moment to explain how we decided make the buttons. Last time I said that I hadn’t decided if we were going to let the buttons do what they should do in their own update method, or if we would make a for loop that checks every button when one […]

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Program: Programming

Blog-post 2 Customization! …kind of

I finished the buttons last week so now I could finally start to build the customization-state. So, this time I’m going to write a little bit about that.
 I’ll take a quick moment to explain how we decided make the buttons. Last time I said that I hadn’t decided if we were going to let the buttons do what they should do in their own update method, or if we would make a for loop that checks every button when one […]

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Program: Programming

Collision and a few other things

It’s been a while since I last posted since I’ve been combining the work with my two fellow coders into one single project. So far we’ve been doing great and we have a finished pre-alpha ready for tomorrows deadline.
My job this week was mainly collision but I have worked with a few other parts of the project as well. For the collision though we are going to have box vs line collision for the walls and later box vs box […]

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Program: Programming

Collision and a few other things

It’s been a while since I last posted since I’ve been combining the work with my two fellow coders into one single project. So far we’ve been doing great and we have a finished pre-alpha ready for tomorrows deadline.
My job this week was mainly collision but I have worked with a few other parts of the project as well. For the collision though we are going to have box vs line collision for the walls and later box vs box […]

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Program: Programming

Loading levels

This week I have been working on several different things. I’ve implemented a state manager, texture manager and created the class game object and seen to it that all classes that should now inherit from it. I have moved code from engine to the game state and changed some of it to make better sense and one of these changes is what I’m going to explain into detail about today.
In our game state we load the level from a text […]

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Program: Programming

Loading levels

This week I have been working on several different things. I’ve implemented a state manager, texture manager and created the class game object and seen to it that all classes that should now inherit from it. I have moved code from engine to the game state and changed some of it to make better sense and one of these changes is what I’m going to explain into detail about today.
In our game state we load the level from a text […]

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Program: Programming

Another Photoshop day

My friend told me of an idea to a skin for a League of Legends champion. It is focused on water and ice so I immediately thought of Elsa from the Disney movie Frozen and I’m now going to draw her more realistically.
Today I mainly sketched her face and pose. It took a long time since I couldn’t make a good sketch without reference and finding an good reference was hard. When I was […]

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Program: Programming

Another Photoshop day

My friend told me of an idea to a skin for a League of Legends champion. It is focused on water and ice so I immediately thought of Elsa from the Disney movie Frozen and I’m now going to draw her more realistically.
Today I mainly sketched her face and pose. It took a long time since I couldn’t make a good sketch without reference and finding an good reference was hard. When I was […]

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Program: Programming

Week 5

This week I’m going to analyze the construction of the game space and the various iterations that lead to what is hopefully the final product for the beta. The biggest obstacle with the design is the faked perspective. Since the game is actually a strictly top down viewed scenario, the walls of the buildings should just be a vertical ledge! However that would convey much less information about the surrounding than if I bend the local laws of physics for […]

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Program: Graphics

Week 5

This week I’m going to analyze the construction of the game space and the various iterations that lead to what is hopefully the final product for the beta. The biggest obstacle with the design is the faked perspective. Since the game is actually a strictly top down viewed scenario, the walls of the buildings should just be a vertical ledge! However that would convey much less information about the surrounding than if I bend the local laws of physics for […]

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Program: Graphics

Bathroom Sprites


 
Right! So this week I started working on some environmental sprites. What we have to the left is a urinal, in the middle there’s a sink and to the right is a toilet. The reason why I needed to start working on bathroom sprites was because the area where the player is supposed to start in, happens to be a bathroom.  This bathroom is going to act as the introduction to the game for the player […]

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Program: Graphics

Bathroom Sprites


 
Right! So this week I started working on some environmental sprites. What we have to the left is a urinal, in the middle there’s a sink and to the right is a toilet. The reason why I needed to start working on bathroom sprites was because the area where the player is supposed to start in, happens to be a bathroom.  This bathroom is going to act as the introduction to the game for the player […]

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Program: Graphics

Bathroom Sprites


 
Right! So this week I started working on some environmental sprites. What we have to the left is a urinal, in the middle there’s a sink and to the right is a toilet. The reason why I needed to start working on bathroom sprites was because the area where the player is supposed to start in, happens to be a bathroom.  This bathroom is going to act as the introduction to the game for the player […]

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Program: Graphics

Bathroom Sprites


 
Right! So this week I started working on some environmental sprites. What we have to the left is a urinal, in the middle there’s a sink and to the right is a toilet. The reason why I needed to start working on bathroom sprites was because the area where the player is supposed to start in, happens to be a bathroom.  This bathroom is going to act as the introduction to the game for the player […]

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Program: Graphics

AI for Enemies

So the other week I wrote about pathfinding. After a consultation with our mentor we decided to add some other ai first and if we have the time, implement pathfinding later.

So this week I have been writing code for the enemies’ ai-states. Our two different enemies will have different states when I’m done, but for now they will have the same just so we have something for the alpha. The one to the left is the ranged enemy and […]

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Program: Programming

AI for Enemies

So the other week I wrote about pathfinding. After a consultation with our mentor we decided to add some other ai first and if we have the time, implement pathfinding later.

So this week I have been writing code for the enemies’ ai-states. Our two different enemies will have different states when I’m done, but for now they will have the same just so we have something for the alpha. The one to the left is the ranged enemy and […]

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Program: Programming

Project Haunted Light 14-02-20

Another week has passed, and it feels like the time is flying by. Our group have been working dedicatedly for the presentation tomorrow. It feels like it was just yesterday that we sat down and looked through the design documents for Bloody Badgers, realizing that we had a lot of tweaking to do. This week I’m focusing on animating the smaller critters that are to roam the corridors of the basement. The critters don’t hurt the player, but will slow […]

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Program: Graphics

Project Haunted Light 14-02-20

Another week has passed, and it feels like the time is flying by. Our group have been working dedicatedly for the presentation tomorrow. It feels like it was just yesterday that we sat down and looked through the design documents for Bloody Badgers, realizing that we had a lot of tweaking to do. This week I’m focusing on animating the smaller critters that are to roam the corridors of the basement. The critters don’t hurt the player, but will slow […]

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Program: Graphics

Project Haunted Light 14-02-20

Another week has passed, and it feels like the time is flying by. Our group have been working dedicatedly for the presentation tomorrow. It feels like it was just yesterday that we sat down and looked through the design documents for Bloody Badgers, realizing that we had a lot of tweaking to do. This week I’m focusing on animating the smaller critters that are to roam the corridors of the basement. The critters don’t hurt the player, but will slow […]

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Program: Graphics

Project Haunted Light 14-02-20

Another week has passed, and it feels like the time is flying by. Our group have been working dedicatedly for the presentation tomorrow. It feels like it was just yesterday that we sat down and looked through the design documents for Bloody Badgers, realizing that we had a lot of tweaking to do. This week I’m focusing on animating the smaller critters that are to roam the corridors of the basement. The critters don’t hurt the player, but will slow […]

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Program: Graphics

Haunted Light 2014-02-20 SoundManager

This week I have been working on the sound manager for our game, I started of trying to translate the sound manager we had been using in SDL. I almost immediately changed my mind about the translation because of a quick google search.
SFML Handles sounds and music a bit differently than SDL. Instead of loading in entire files and then playing them, SFML handles sounds and music almost as it handles sprites. This however makes the program take an extra step […]

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Program: Programming

Haunted Light 2014-02-20 SoundManager

This week I have been working on the sound manager for our game, I started of trying to translate the sound manager we had been using in SDL. I almost immediately changed my mind about the translation because of a quick google search.
SFML Handles sounds and music a bit differently than SDL. Instead of loading in entire files and then playing them, SFML handles sounds and music almost as it handles sprites. This however makes the program take an extra step […]

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Program: Programming

Completing the GDD

In this 2nd post I will write about the final game design document, and the difference between the first one and the second one I wrote about in the previous post. Note that both are in english. Why I didn’t wrote (or write) anything in swedish when I have the choice to is because I can reach to more people if it is in english. Since working in the gaming industry can have international people as well, it might as […]

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Program: Programming

Completing the GDD

In this 2nd post I will write about the final game design document, and the difference between the first one and the second one I wrote about in the previous post. Note that both are in english. Why I didn’t wrote (or write) anything in swedish when I have the choice to is because I can reach to more people if it is in english. Since working in the gaming industry can have international people as well, it might as […]

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Program: Programming