Author Archives: Dee Majek
Arkanoid
Time for another classic!
This time we spent a week creating a basic version of Arkanoid. We’ve now gotten into the practice of separating interface from implementation via the use of header files and .cpp files, as well as through the use of an abstract class with pure virtual functions. Pure virtual functions are useful for declaring functions whose implementation is going to vary. They have no body when they are declared, and must be implemented in child classes. This way, […]
Arkanoid
Time for another classic!
This time we spent a week creating a basic version of Arkanoid. We’ve now gotten into the practice of separating interface from implementation via the use of header files and .cpp files, as well as through the use of an abstract class with pure virtual functions. Pure virtual functions are useful for declaring functions whose implementation is going to vary. They have no body when they are declared, and must be implemented in child classes. This way, […]
Pong!
The end of the second week of Game Programming I and our lecturer guided the class in putting together basic, two-player Pong during a two-day intensive workshop. In this project we’ve gone beyond the scope of what we’ve covered so far in the course, which has no programming prerequisites, so it’s right into the deep end!
Collision in this version is rough:
The ball can sometimes get “stuck” against the paddle. The collision programming negates the direction but the ball sometimes doesn’t […]
Pong!
The end of the second week of Game Programming I and our lecturer guided the class in putting together basic, two-player Pong during a two-day intensive workshop. In this project we’ve gone beyond the scope of what we’ve covered so far in the course, which has no programming prerequisites, so it’s right into the deep end!
Collision in this version is rough:
The ball can sometimes get “stuck” against the paddle. The collision programming negates the direction but the ball sometimes doesn’t […]
WOAH what WOAH
Two days into Game Programming I yields a simple number guessing game. Pliz click for larger image.
Art shamelessly borrowed from Emmy Cicierga. Go buy her stuff.
For-loop syntax explanation:
c Harvey and Paul Deitel
WOAH what WOAH
Two days into Game Programming I yields a simple number guessing game. Pliz click for larger image.
Art shamelessly borrowed from Emmy Cicierga. Go buy her stuff.
For-loop syntax explanation:
c Harvey and Paul Deitel
WOAH what WOAH
Two days into Game Programming I yields a simple number guessing game. Pliz click for larger image.
Art shamelessly borrowed from Emmy Cicierga. Go buy her stuff.
For-loop syntax explanation:
c Harvey and Paul Deitel
WOAH what WOAH
Two days into Game Programming I yields a simple number guessing game. Pliz click for larger image.
Art shamelessly borrowed from Emmy Cicierga. Go buy her stuff.
For-loop syntax explanation:
c Harvey and Paul Deitel
Gungineer
GUNGINEER is a game concept created for an assignment with the following restrictions and criteria:
Restrictions
– 2D (But you are free to decide perspective)
– No Gravity (Not requiring a gravity system)
– PC controls (Keyboard and/or mouse)
– 10 weeks (The scope of the production time of the concept should be 10 weeks)
– No network (Not requiring network)
– Single-player (Multiplayer or Co-Op can be optional, but the game must be playable
for one player first and foremost)
Requirements
– Theme
– Minimum 1 type of projectiles
– […]
Gungineer
GUNGINEER is a game concept created for an assignment with the following restrictions and criteria:
Restrictions
– 2D (But you are free to decide perspective)
– No Gravity (Not requiring a gravity system)
– PC controls (Keyboard and/or mouse)
– 10 weeks (The scope of the production time of the concept should be 10 weeks)
– No network (Not requiring network)
– Single-player (Multiplayer or Co-Op can be optional, but the game must be playable
for one player first and foremost)
Requirements
– Theme
– Minimum 1 type of projectiles
– […]
Gungineer
GUNGINEER is a game concept created for an assignment with the following restrictions and criteria:
Restrictions
– 2D (But you are free to decide perspective)
– No Gravity (Not requiring a gravity system)
– PC controls (Keyboard and/or mouse)
– 10 weeks (The scope of the production time of the concept should be 10 weeks)
– No network (Not requiring network)
– Single-player (Multiplayer or Co-Op can be optional, but the game must be playable
for one player first and foremost)
Requirements
– Theme
– Minimum 1 type of projectiles
– […]
Gungineer
GUNGINEER is a game concept created for an assignment with the following restrictions and criteria:
Restrictions
– 2D (But you are free to decide perspective)
– No Gravity (Not requiring a gravity system)
– PC controls (Keyboard and/or mouse)
– 10 weeks (The scope of the production time of the concept should be 10 weeks)
– No network (Not requiring network)
– Single-player (Multiplayer or Co-Op can be optional, but the game must be playable
for one player first and foremost)
Requirements
– Theme
– Minimum 1 type of projectiles
– […]
SiSSYFiGHT workshop
After playing SiSSYFiGHT 3000, students were given a 90 second brainstorming session to come up with a new setting for the game. These new settings had to capture the original’s aesthetics (MDA game design framework), which were identified as:
Fellowship: Negotiation, Cooperation, Betrayal
Challenge: Tactics, Problem Solving
Narrative: Drama
Students were then divided into groups and had two hours to chose […]
SiSSYFiGHT workshop
After playing SiSSYFiGHT 3000, students were given a 90 second brainstorming session to come up with a new setting for the game. These new settings had to capture the original’s aesthetics (MDA game design framework), which were identified as:
Fellowship: Negotiation, Cooperation, Betrayal
Challenge: Tactics, Problem Solving
Narrative: Drama
Students were then divided into groups and had two hours to chose […]
SiSSYFiGHT workshop
After playing SiSSYFiGHT 3000, students were given a 90 second brainstorming session to come up with a new setting for the game. These new settings had to capture the original’s aesthetics (MDA game design framework), which were identified as:
Fellowship: Negotiation, Cooperation, Betrayal
Challenge: Tactics, Problem Solving
Narrative: Drama
Students were then divided into groups and had two hours to chose […]
SiSSYFiGHT workshop
After playing SiSSYFiGHT 3000, students were given a 90 second brainstorming session to come up with a new setting for the game. These new settings had to capture the original’s aesthetics (MDA game design framework), which were identified as:
Fellowship: Negotiation, Cooperation, Betrayal
Challenge: Tactics, Problem Solving
Narrative: Drama
Students were then divided into groups and had two hours to chose […]
SiSSYFiGHT workshop
After playing SiSSYFiGHT 3000, students were given a 90 second brainstorming session to come up with a new setting for the game. These new settings had to capture the original’s aesthetics (MDA game design framework), which were identified as:
Fellowship: Negotiation, Cooperation, Betrayal
Challenge: Tactics, Problem Solving
Narrative: Drama
Students were then divided into groups and had two hours to chose […]
SiSSYFiGHT workshop
After playing SiSSYFiGHT 3000, students were given a 90 second brainstorming session to come up with a new setting for the game. These new settings had to capture the original’s aesthetics (MDA game design framework), which were identified as:
Fellowship: Negotiation, Cooperation, Betrayal
Challenge: Tactics, Problem Solving
Narrative: Drama
Students were then divided into groups and had two hours to chose […]
Increase speed, drop down, and reverse direction!
A simple relationship grid showing the basic interaction between “objects” in Space Invaders, and a list of their properties and behaviours. A grid like this can be drawn many ways (and probably better than this). It is important to note that this exercise is done from a design perspective, rather than a programming perspective.
To avoid confusion, relationships should be read row to column only in the grid. Blank spaces denote no relevant relationship.
Increase speed, drop down, and reverse direction!
A simple relationship grid showing the basic interaction between “objects” in Space Invaders, and a list of their properties and behaviours. A grid like this can be drawn many ways (and probably better than this). It is important to note that this exercise is done from a design perspective, rather than a programming perspective.
To avoid confusion, relationships should be read row to column only in the grid. Blank spaces denote no relevant relationship.