Monthly Archives: February 2014
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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, […]
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, […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
1st blog post of 10 Week Project – Lost Souls
My group, Zwölf, chose the game concept Possession written by another group of our class. We will create this game in 10 weeks, and from now on I will choose one artifact from our game to write a blog post about once a week.
____________________________________________________________________________________
Most of my work has been concentrated on writing the game design document, and so this blog post will be about the design of the so called lost souls in our game.
Lost souls are a kind of resource […]
1st blog post of 10 Week Project – Lost Souls
My group, Zwölf, chose the game concept Possession written by another group of our class. We will create this game in 10 weeks, and from now on I will choose one artifact from our game to write a blog post about once a week.
____________________________________________________________________________________
Most of my work has been concentrated on writing the game design document, and so this blog post will be about the design of the so called lost souls in our game.
Lost souls are a kind of resource […]
1st week of 10 Week Project – Lost Souls
My group, Zwölf, chose the game concept Possession written by another group of our class. We will create this game in 10 weeks, and from now on I will choose one artifact from our game to write a blog post about once a week.
____________________________________________________________________________________
Most of my work has been concentrated on writing the game design document, and so this blog post will be about the design of the so called lost souls in our game.
Lost souls are a kind of resource […]
1st week of 10 Week Project – Lost Souls
My group, Zwölf, chose the game concept Possession written by another group of our class. We will create this game in 10 weeks, and from now on I will choose one artifact from our game to write a blog post about once a week.
____________________________________________________________________________________
Most of my work has been concentrated on writing the game design document, and so this blog post will be about the design of the so called lost souls in our game.
Lost souls are a kind of resource […]
Heart of the Machine
When it comes to the design of the health meter for our game I drew many quick design I had on my mind. All just to see what I could come up with.
Overall the design stemmed from having a heart-shaped tank, filled with red goop, that was being surrounded by gears and other steampunk-esque props. So this is a couple of the sketches I made trying to find the one I would continue work on.
[…]
Heart of the Machine
When it comes to the design of the health meter for our game I drew many quick design I had on my mind. All just to see what I could come up with.
Overall the design stemmed from having a heart-shaped tank, filled with red goop, that was being surrounded by gears and other steampunk-esque props. So this is a couple of the sketches I made trying to find the one I would continue work on.
[…]