Yearly Archives: 2015

3D Challenge – Day 4

Today I have learned about Sub Object Modes.
By converting an object to an “Editable Poly”, I can manipulate the position of single vertexes, edges or polygons in an object. This gives me more freedom to sculpture the object to look more as I want it to look.
First, I created a cube and converted it to an Editable Poly:
After that, I selected the Vertex tool in the Modifier List and adjusted the position of two vertexes:
Then I chose the Edge tool […]

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Program: Graphics

3D Challenge – Day 4

Today I have learned about Sub Object Modes.
By converting an object to an “Editable Poly”, I can manipulate the position of single vertexes, edges or polygons in an object. This gives me more freedom to sculpture the object to look more as I want it to look.
First, I created a cube and converted it to an Editable Poly:
After that, I selected the Vertex tool in the Modifier List and adjusted the position of two vertexes:
Then I chose the Edge tool […]

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Program: Graphics

BGP Post GGC Reflections: TwinShift

GGC is over (since quite some time), and everything has calmed down in terms of hand-ins and the like. Therefore, I wanted to write some kind of reflection on the project (TwinShift) as a whole.
I have some mixed feelings about TwinShift. When originally approached with the idea, I felt that it was an awesome idea for a game, and working with friends often means having a good time, and decided to join the group for a “final” project. As the […]

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Program: Programming

BGP Post GGC Reflections: TwinShift

GGC is over (since quite some time), and everything has calmed down in terms of hand-ins and the like. Therefore, I wanted to write some kind of reflection on the project (TwinShift) as a whole.
I have some mixed feelings about TwinShift. When originally approached with the idea, I felt that it was an awesome idea for a game, and working with friends often means having a good time, and decided to join the group for a “final” project. As the […]

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Program: Programming

BGP Week 6-7: Main Menu

The last two weeks of BGP! In between the random polish that had to be done, I also remade the main menu. For reference, all of the images in this post were stripped of environment and skyboxes and the like, in order to only show the actual main menu UI.
We had received feedback that the original main menu felt too “clean” for the feeling we wanted to convey with the game. Due to this, and also the way the original […]

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Program: Programming

BGP Week 6-7: Main Menu

The last two weeks of BGP! In between the random polish that had to be done, I also remade the main menu. For reference, all of the images in this post were stripped of environment and skyboxes and the like, in order to only show the actual main menu UI.
We had received feedback that the original main menu felt too “clean” for the feeling we wanted to convey with the game. Due to this, and also the way the original […]

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Program: Programming

Final version of my thesis work

The final version of my thesis work (That I talked about earlier) has now been formally passed by my examiner. The feedback that I got from my examiner was mostly to clarify some things in the thesis and fix spelling and grammatical errors. One thing changed since the last post was the value of the gas resource. Previously it was valued at 1.4 minerals but in the final version it was valued at 1.6 minerals instead, with the justification being […]

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Program: Programming

Final version of my thesis work

The final version of my thesis work (That I talked about earlier) has now been formally passed by my examiner. The feedback that I got from my examiner was mostly to clarify some things in the thesis and fix spelling and grammatical errors. One thing changed since the last post was the value of the gas resource. Previously it was valued at 1.4 minerals but in the final version it was valued at 1.6 minerals instead, with the justification being […]

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Program: Programming

Let’s have fun programming this summer

Just a quick blog post to indicate the beginning of the summer programming project now that the Big Game Project is over.
During this summer i plan on experimenting with 2D physics using SFML in Visual Studio, I haven’t gotten started until now due to being away for a week on a family vacation and recuperating from it. I will put together a project plan ASAP as i am already late with handing one in.
The GitHub project can be found here: https://github.com/Enyoyable/Summer2015.git
[…]

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Program: Programming

Let’s have fun programming this summer

Just a quick blog post to indicate the beginning of the summer programming project now that the Big Game Project is over.
During this summer i plan on experimenting with 2D physics using SFML in Visual Studio, I haven’t gotten started until now due to being away for a week on a family vacation and recuperating from it. I will put together a project plan ASAP as i am already late with handing one in.
The GitHub project can be found here: https://github.com/Enyoyable/Summer2015.git
[…]

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Program: Programming

Big Game Project – Post 4

Fourth week was when we finished most of the smaller things like HUD, main menu and loading screen with screenfading etc.
From last week: Waypoints were used for:

AI Navigation points
Player placement
Lap count
Wrong-way indicator
Respawn position/rotation

I explained AI Navigation and will be going more indepth into the AI in the next post.
This post will be about the other things and the systems surrounding those features along with the other things done this week.
Player placement & Lap count
Basic functionality: A Waypointhandler triggers every players […]

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Program: Programming

Big Game Project – Post 4

Fourth week was when we finished most of the smaller things like HUD, main menu and loading screen with screenfading etc.
From last week: Waypoints were used for:

AI Navigation points
Player placement
Lap count
Wrong-way indicator
Respawn position/rotation

I explained AI Navigation and will be going more indepth into the AI in the next post.
This post will be about the other things and the systems surrounding those features along with the other things done this week.
Player placement & Lap count
Basic functionality: A Waypointhandler triggers every players […]

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Program: Programming

Big Game Project – Post 3

The course is over and this blog was ignored in favor of production so I will be writing three blog posts summarizing the third, fourth and then the final weeks or the project.
First is the third week.
This week I finished our gravitational system with the simplest solution: using the previously mentioned raycast that finds the normal of the mesh below the ship and then move the ship to a predetermined distance away from the mesh along the normal, pseudocode:
newPosition = […]

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Program: Programming

Big Game Project – Post 3

The course is over and this blog was ignored in favor of production so I will be writing three blog posts summarizing the third, fourth and then the final weeks or the project.
First is the third week.
This week I finished our gravitational system with the simplest solution: using the previously mentioned raycast that finds the normal of the mesh below the ship and then move the ship to a predetermined distance away from the mesh along the normal, pseudocode:
newPosition = […]

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Program: Programming

Summer project 2015 programming

This is the first blog post for the project I will work on during this summer.
Here are my project plan: Project plan
The document is written in swedish, but the rest of the blog will be written in english.

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Program: Programming

Summer project 2015 programming

This is the first blog post for the project I will work on during this summer.
Here are my project plan: Project plan
The document is written in swedish, but the rest of the blog will be written in english.

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Program: Programming

Summer project 2015

If you know me personally you probably have heard about Mysnos, my leopard gecko, and you know how much I love that little animal. For a really long time I’ve wanted to make a simple point and click game with her in focus. This summer my two programmer teachers are giving us the chance to get better and to fix our grades in Game programming I and II by making a game during a 10 week period of time! So […]

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Program: Programming

Summer project 2015

If you know me personally you probably have heard about Mysnos, my leopard gecko, and you know how much I love that little animal. For a really long time I’ve wanted to make a simple point and click game with her in focus. This summer my two programmer teachers are giving us the chance to get better and to fix our grades in Game programming I and II by making a game during a 10 week period of time! So […]

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Program: Programming

BGP – Spirit Boom – Dev. Post 4

I apologize for this post being late, but there’s been quite a bit going on, sorry about that. This is the last post of this project.

Developing the levelling system
This was originally supposed to be implemented in the game; however, due to the need for focus to be shifted elsewhere it wasn’t completed. The idea was to read in data about what numbers to use from a .txt file. By setting the parameters for each individual level the player would […]

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Program: Programming

BGP – Spirit Boom – Dev. Post 4

I apologize for this post being late, but there’s been quite a bit going on, sorry about that. This is the last post of this project.

Developing the levelling system
This was originally supposed to be implemented in the game; however, due to the need for focus to be shifted elsewhere it wasn’t completed. The idea was to read in data about what numbers to use from a .txt file. By setting the parameters for each individual level the player would […]

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Program: Programming

Branches of level design

So the past few weeks i’ve been primarily focusing level designing the game. and it’s been a lot of testing and sketching level idea’s for the game. This process got me asking a few questions regarding level design and it’s different aspects of it. seeing as level design isn’t primarily placing really large boxes within a space without thought and design. Within level design you firstly have to communicate and enforce the fundamental rules of the game design.
So where am […]

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Program: Graphics

Branches of level design

So the past few weeks i’ve been primarily focusing level designing the game. and it’s been a lot of testing and sketching level idea’s for the game. This process got me asking a few questions regarding level design and it’s different aspects of it. seeing as level design isn’t primarily placing really large boxes within a space without thought and design. Within level design you firstly have to communicate and enforce the fundamental rules of the game design.
So where am […]

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Program: Graphics

Big Game Project: Week Five

Apologies for the very late submission! Things have been coming to a head with work and I frankly forgot about posting this report. Without further delay I will continue on with my painfully brief report of one of the project’s last weeks.
This week has been a lot about trial and error regarding the Unity engine when implementing terrain into the game. My inexperience showed as I believed it was a simple matter of creating terrain by modelling through 3DS Max […]

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Program: Graphics

Big Game Project: Week Five

Apologies for the very late submission! Things have been coming to a head with work and I frankly forgot about posting this report. Without further delay I will continue on with my painfully brief report of one of the project’s last weeks.
This week has been a lot about trial and error regarding the Unity engine when implementing terrain into the game. My inexperience showed as I believed it was a simple matter of creating terrain by modelling through 3DS Max […]

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Program: Graphics