Author Archives: Erik Wallin
Creating the soundscape
In addition to being a programmer for the game, I was also designated Lead sound. While I’ve been mostly focused on the coding, I’ve also tried to think about what the soundscape of the game should be. I have some slight previous experience in making music and soundeffects in a program called sunvox, which is a tracker (modular synthesizer with pattern-based sequencer).
The Sunvox tracker
I wanted to make sure that all sounds in the game where consistent for […]
Creating the soundscape
In addition to being a programmer for the game, I was also designated Lead sound. While I’ve been mostly focused on the coding, I’ve also tried to think about what the soundscape of the game should be. I have some slight previous experience in making music and soundeffects in a program called sunvox, which is a tracker (modular synthesizer with pattern-based sequencer).
The Sunvox tracker
I wanted to make sure that all sounds in the game where consistent for […]
Getting more organized
This week we’ve restructured almost the entirety of our project, and cleaned up a lot of code and assets that were not needed/badly organized.
After a while, assets start piling up, creating redundancy. This can lead to wasted time (while searching for the right assets from perhaps five similarly named yet different assets) and space (obviously). While it takes time to do the cleanup, it eventually gets to the point where it is more efficient to do the cleanup than to […]
Getting more organized
This week we’ve restructured almost the entirety of our project, and cleaned up a lot of code and assets that were not needed/badly organized.
After a while, assets start piling up, creating redundancy. This can lead to wasted time (while searching for the right assets from perhaps five similarly named yet different assets) and space (obviously). While it takes time to do the cleanup, it eventually gets to the point where it is more efficient to do the cleanup than to […]
Improving the light conditions (Light Plant, part 2)
As I talked about in my latest post, the Light plant is one of the Enemies/Puzzle mechanics in our game. It’s projectiles provide light, but are also dangerous to the player on touch, so they have to be avoided.
This week, I’ve added two new behaviours to the plant, “angry” and “activation”. These two are the main mechanics that this plant will have to create interesting puzzles.
The angry behaviour
When the player hits the plant with a projectile, the plant will mark […]
Improving the light conditions (Light Plant, part 2)
As I talked about in my latest post, the Light plant is one of the Enemies/Puzzle mechanics in our game. It’s projectiles provide light, but are also dangerous to the player on touch, so they have to be avoided.
This week, I’ve added two new behaviours to the plant, “angry” and “activation”. These two are the main mechanics that this plant will have to create interesting puzzles.
The angry behaviour
When the player hits the plant with a projectile, the plant will mark […]
Making a Light Plant
This week I started work on a new enemy, and a new mechanic for the game. This enemy is a flower that will sit on a wall and shoot projectiles that provide light, but are also dangerous to the player. The projectiles will also be used later in different puzzles that will interact with them in different ways, opening pathways or providing more light.
The plants themselves will also interact in different ways with other projectiles and the player, but these […]
Making a Light Plant
This week I started work on a new enemy, and a new mechanic for the game. This enemy is a flower that will sit on a wall and shoot projectiles that provide light, but are also dangerous to the player. The projectiles will also be used later in different puzzles that will interact with them in different ways, opening pathways or providing more light.
The plants themselves will also interact in different ways with other projectiles and the player, but these […]
Node Based movement of Enemies
What?
I have been working on a system for node based movement for enemies. This makes it so that an enemies path is decided by putting out Game Objects in the scene called nodes. When an enemy has two or more nodes it will then move between the nodes in sequence at a set speed.
How?
The script first makes sure that enough nodes are in the array for movement to work, otherwise it logs an error. If there are 2 or more nodes […]
Node Based movement of Enemies
What?
I have been working on a system for node based movement for enemies. This makes it so that an enemies path is decided by putting out Game Objects in the scene called nodes. When an enemy has two or more nodes it will then move between the nodes in sequence at a set speed.
How?
The script first makes sure that enough nodes are in the array for movement to work, otherwise it logs an error. If there are 2 or more nodes […]
The Adamite engine, first groundwork and laying out future plans
This blog is here to document my thoughts and my progress on projects I’m making. The first such project is creating an engine for the course “game programming in 2D”, which I’m currently doing at the GAME education on Uppsala University, campus Gotland.
In the course we’ll be using C++ and SDL2 to create a game engine. I’ve chosen to not follow our course director Jerry’s design, which uses raw-pointers and new-delete architecture. Instead I’ve decided to keep to what we’ve […]
The Adamite engine, first groundwork and laying out future plans
This blog is here to document my thoughts and my progress on projects I’m making. The first such project is creating an engine for the course “game programming in 2D”, which I’m currently doing at the GAME education on Uppsala University, campus Gotland.
In the course we’ll be using C++ and SDL2 to create a game engine. I’ve chosen to not follow our course director Jerry’s design, which uses raw-pointers and new-delete architecture. Instead I’ve decided to keep to what we’ve […]