Monthly Archives: June 2014

Mechropolis – Organic Puzzle Design || Understanding the Machine

When making Mechropolis, it was very important for us to create open-ended challenges that invite to exploration and have a natural presence in the game environment.
So what makes a challenge open ended? For Mechropolis, we defined an open-ended challenge as one that can be solved in several ways, giving the player a new experience each time the game is played.
When working with challenge design for Mechropolis, I found that the best way for me to reach this goal was to […]

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Program: Programming

Mechropolis – Organic Puzzle Design || Understanding the Machine

When making Mechropolis, it was very important for us to create open-ended challenges that invite to exploration and have a natural presence in the game environment.
So what makes a challenge open ended? For Mechropolis, we defined an open-ended challenge as one that can be solved in several ways, giving the player a new experience each time the game is played.
When working with challenge design for Mechropolis, I found that the best way for me to reach this goal was to […]

/ Comments Off on Mechropolis – Organic Puzzle Design || Understanding the Machine
Program: Programming

Mechropolis – Organic Puzzle Design || Understanding the Machine

When making Mechropolis, it was very important for us to create open-ended challenges that invite to exploration and have a natural presence in the game environment.
So what makes a challenge open ended? For Mechropolis, we defined an open-ended challenge as one that can be solved in several ways, giving the player a new experience each time the game is played.
When working with challenge design for Mechropolis, I found that the best way for me to reach this goal was to […]

/ Comments Off on Mechropolis – Organic Puzzle Design || Understanding the Machine
Program: Programming

Mechropolis – Organic Puzzle Design || Understanding the Machine

When making Mechropolis, it was very important for us to create open-ended challenges that invite to exploration and have a natural presence in the game environment.
So what makes a challenge open ended? For Mechropolis, we defined an open-ended challenge as one that can be solved in several ways, giving the player a new experience each time the game is played.
When working with challenge design for Mechropolis, I found that the best way for me to reach this goal was to […]

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Program: Programming

Summer Programming 2014 – Dev. Post 8

The collision manager is complete but with it comes a few new problems. When there are too amny objects on screen it becomes a huge burden to check the collisions for everything. Part of this reason might be the fact that there’s no delay between the player’s shots so holding down the button for a moment fires about a hundred shots. If I try to make sure that there aren’t too many hitboxes in action at once there should be […]

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Program: Programming

Summer Programming 2014 – Dev. Post 8

The collision manager is complete but with it comes a few new problems. When there are too amny objects on screen it becomes a huge burden to check the collisions for everything. Part of this reason might be the fact that there’s no delay between the player’s shots so holding down the button for a moment fires about a hundred shots. If I try to make sure that there aren’t too many hitboxes in action at once there should be […]

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Program: Programming

No sunshine for the wicked.

It’s raining outside. So much for summery weather this season.Normally I am the autumn loving kind of gal and there is nothing more I like than grey weather and rain EXCEPT today. It’s not September. It’s June.I’ve been waiting FOREVER for sunshine and …

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Program: Graphics

No sunshine for the wicked.

It’s raining outside. So much for summery weather this season.Normally I am the autumn loving kind of gal and there is nothing more I like than grey weather and rain EXCEPT today. It’s not September. It’s June.I’ve been waiting FOREVER for sunshine and …

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Program: Graphics

Summer Programming 2014 – Dev. Post 7

Not really sure if I’d actually call this a development post but whatever. To the point. To put things simple: as I’m writing this I do not have that great of an internet connection. This changes a few tihings of how I’m going to work with this project from now on. From the perspective of the blog there won’t actually be that much of a difference, I’ll still try to updat eonce a day but might be hindered due to […]

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Program: Programming

Summer Programming 2014 – Dev. Post 7

Not really sure if I’d actually call this a development post but whatever. To the point. To put things simple: as I’m writing this I do not have that great of an internet connection. This changes a few tihings of how I’m going to work with this project from now on. From the perspective of the blog there won’t actually be that much of a difference, I’ll still try to updat eonce a day but might be hindered due to […]

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Program: Programming

Summer Programming 2014 – Dev. Post 6

Well, I didn’t post anything yesterday but I didn’t really do any work then either so it’s not that big of a deal I guess. I did get some work done today but not much mainly because I’ve been busy packing my stuff for the trip tomorrow, so there’s probably not gonna be much more work this week apart from sunday.
Either way, today I started working on the oh so wonderful collision. Not on the act of two objects colliding, […]

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Program: Programming

Summer Programming 2014 – Dev. Post 6

Well, I didn’t post anything yesterday but I didn’t really do any work then either so it’s not that big of a deal I guess. I did get some work done today but not much mainly because I’ve been busy packing my stuff for the trip tomorrow, so there’s probably not gonna be much more work this week apart from sunday.
Either way, today I started working on the oh so wonderful collision. Not on the act of two objects colliding, […]

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Program: Programming

Mechropolis – Rotating the long way around

During the development of Mechropolis, our level designer came to me requesting the ability to limit the area in which the Stationary Thrower robot could turn to keep it’s arms from clipping into walls and to give the level designer more control when creating challenges.
The robot in the image above is the Stationary Thrower. It turns toward the player and throws her into the air when she steps onto it’s plate, kind of like a robotic jump pad.
Limiting the angles […]

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Program: Programming

Mechropolis – Rotating the long way around

During the development of Mechropolis, our level designer came to me requesting the ability to limit the area in which the Stationary Thrower robot could turn to keep it’s arms from clipping into walls and to give the level designer more control when creating challenges.
The robot in the image above is the Stationary Thrower. It turns toward the player and throws her into the air when she steps onto it’s plate, kind of like a robotic jump pad.
Limiting the angles […]

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Program: Programming

Mechropolis – Rotating the long way around

During the development of Mechropolis, our level designer came to me requesting the ability to limit the area in which the Stationary Thrower robot could turn to keep it’s arms from clipping into walls and to give the level designer more control when creating challenges.
The robot in the image above is the Stationary Thrower. It turns toward the player and throws her into the air when she steps onto it’s plate, kind of like a robotic jump pad.
Limiting the angles […]

/ Comments Off on Mechropolis – Rotating the long way around
Program: Programming

Mechropolis – Rotating the long way around

During the development of Mechropolis, our level designer came to me requesting the ability to limit the area in which the Stationary Thrower robot could turn to keep it’s arms from clipping into walls and to give the level designer more control when creating challenges.
The robot in the image above is the Stationary Thrower. It turns toward the player and throws her into the air when she steps onto it’s plate, kind of like a robotic jump pad.
Limiting the angles […]

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Program: Programming

Summer Programming 2014 – Dev. Post 5

It took some time but I finally solved the Parent-Child issue with very little trouble.
Before I explain the problem I might need to explain the structure. You see, each object is, quite simply a basic object with a Parent and any number of children. These children are also game objects whose Parent is the first Game Object and can in turn have several children of their own. The children in question are stored as pointers in a vector and can […]

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Program: Programming

Summer Programming 2014 – Dev. Post 5

It took some time but I finally solved the Parent-Child issue with very little trouble.
Before I explain the problem I might need to explain the structure. You see, each object is, quite simply a basic object with a Parent and any number of children. These children are also game objects whose Parent is the first Game Object and can in turn have several children of their own. The children in question are stored as pointers in a vector and can […]

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Program: Programming

DirectX 11 – the 3D basics

Summer is here, and because of some unforeseen events I’m stuck inside while the sun is shining working on an assignment that we had earlier this year. I’m not going to bring up the why part here, that’s not relevant. What I’m going to do is to try and put up a blog post every time I get a revelation or as an attempt to reflect upon what I’m doing and to be able to do that, the best way […]

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Program: Programming

DirectX 11 – the 3D basics

Summer is here, and because of some unforeseen events I’m stuck inside while the sun is shining working on an assignment that we had earlier this year. I’m not going to bring up the why part here, that’s not relevant. What I’m going to do is to try and put up a blog post every time I get a revelation or as an attempt to reflect upon what I’m doing and to be able to do that, the best way […]

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Program: Programming

Shadowcasting

Hi! I’m going to make a post about how I solved my shadowcasting for a summer project that is a top down fighting game! First I made a wall object It’s just a simple square. I had a playerobject since earlier, let’s include that on the picture… Like that… This is how I wanted the shadows to be drawn:

So I thought of it as point perspective 3D sketch, like this…

This giganting square is an object I […]

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Program: Programming

Shadowcasting

Hi! I’m going to make a post about how I solved my shadowcasting for a summer project that is a top down fighting game! First I made a wall object It’s just a simple square. I had a playerobject since earlier, let’s include that on the picture… Like that… This is how I wanted the shadows to be drawn:

So I thought of it as point perspective 3D sketch, like this…

This giganting square is an object I […]

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Program: Programming

Shadowcasting

Hi! I’m going to make a post about how I solved my shadowcasting for a summer project that is a top down fighting game! First I made a wall object It’s just a simple square. I had a playerobject since earlier, let’s include that on the picture… Like that… This is how I wanted the shadows to be drawn:

So I thought of it as point perspective 3D sketch, like this…

This giganting square is an object I […]

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Program: Programming

Shadowcasting

Hi! I’m going to make a post about how I solved my shadowcasting for a summer project that is a top down fighting game! First I made a wall object It’s just a simple square. I had a playerobject since earlier, let’s include that on the picture… Like that… This is how I wanted the shadows to be drawn:

So I thought of it as point perspective 3D sketch, like this…

This giganting square is an object I […]

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Program: Programming