Yearly Archives: 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 […]
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 […]
Creating a camera class Camera class (not a 100% done)
Coding a camera class at first was one of the hardest thing in my head because I was thinking the wrong way. I choose to tell you about this simple (yet made harder by my brain) class because I learned something from it. When you are working with more than one person you can have a hard time creating a class when you don’t understand what the person you are working with are thinking. So what you have to […]
Creating a camera class Camera class (not a 100% done)
Coding a camera class at first was one of the hardest thing in my head because I was thinking the wrong way. I choose to tell you about this simple (yet made harder by my brain) class because I learned something from it. When you are working with more than one person you can have a hard time creating a class when you don’t understand what the person you are working with are thinking. So what you have to […]
Plans of Futura’s Soundmanager.
The sound manager for the game has been quite an annoyance since the development library has a bug concerning playing audio.
The development library we use for the game is SFML (Simple and Fast Multimedia Library) while simple it’s got its own sets of problems for game development.
The problem that I’m annoyed by is a bug that when the game gets turned off crashes the game because off a missing .dll that isn’t missing.
While not finished because of the bug […]
Plans of Futura’s Soundmanager.
The sound manager for the game has been quite an annoyance since the development library has a bug concerning playing audio.
The development library we use for the game is SFML (Simple and Fast Multimedia Library) while simple it’s got its own sets of problems for game development.
The problem that I’m annoyed by is a bug that when the game gets turned off crashes the game because off a missing .dll that isn’t missing.
While not finished because of the bug […]
Plans of Futura’s Soundmanager.
The sound manager for the game has been quite an annoyance since the development library has a bug concerning playing audio.
The development library we use for the game is SFML (Simple and Fast Multimedia Library) while simple it’s got its own sets of problems for game development.
The problem that I’m annoyed by is a bug that when the game gets turned off crashes the game because off a missing .dll that isn’t missing.
While not finished because of the bug […]
Plans of Futura’s Soundmanager.
The sound manager for the game has been quite an annoyance since the development library has a bug concerning playing audio.
The development library we use for the game is SFML (Simple and Fast Multimedia Library) while simple it’s got its own sets of problems for game development.
The problem that I’m annoyed by is a bug that when the game gets turned off crashes the game because off a missing .dll that isn’t missing.
While not finished because of the bug […]
And so it begins…
So I made a simple program to switch states so that the game we are making can change from the menu to the game or any other such thing we might need. I mostly took the code from another program I had written earlier to save time and effort. Unfortunately I then wasted any time I saved on that when I could have gone, “I can do some more seeing as I have time on my hands.” I did not […]
And so it begins…
So I made a simple program to switch states so that the game we are making can change from the menu to the game or any other such thing we might need. I mostly took the code from another program I had written earlier to save time and effort. Unfortunately I then wasted any time I saved on that when I could have gone, “I can do some more seeing as I have time on my hands.” I did not […]
And so it begins…
So I made a simple program to switch states so that the game we are making can change from the menu to the game or any other such thing we might need. I mostly took the code from another program I had written earlier to save time and effort. Unfortunately I then wasted any time I saved on that when I could have gone, “I can do some more seeing as I have time on my hands.” I did not […]
And so it begins…
So I made a simple program to switch states so that the game we are making can change from the menu to the game or any other such thing we might need. I mostly took the code from another program I had written earlier to save time and effort. Unfortunately I then wasted any time I saved on that when I could have gone, “I can do some more seeing as I have time on my hands.” I did not […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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, […]
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 […]