Author Archives: Inge Olaisen

Free to play – Right and wrong

Free to play comes in different flavors and various types of games. A while ago Dungeon Keeper was released, EA got a lot of heat for their greed. An issue that has since been forgotten it seems, except for fans. Because developers seems to be on that greed train.
Before I go on, there are a couple of key terms that I need to go through. Even if these are obvious, just want to go through them so a potential reader […]

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Program: Programming

Free to play – Right and wrong

Free to play comes in different flavors and various types of games. A while ago Dungeon Keeper was released, EA got a lot of heat for their greed. An issue that has since been forgotten it seems, except for fans. Because developers seems to be on that greed train.
Before I go on, there are a couple of key terms that I need to go through. Even if these are obvious, just want to go through them so a potential reader […]

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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 […]

/ Comments Off on DirectX 11 – the 3D basics
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 […]

/ Comments Off on DirectX 11 – the 3D basics
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

Week 8 – Control groups – Buffing – Beta

Final week is approaching, next week is GGC and last week has been the longest week of my life. I think I’ve put in around 60 – 70 hours this week, so now I’m just exhausted.
The beta that we had earlier this week didn’t go so well, so we had to put in some extra effort to show that we have a game that is a little more polished than what we had when the beta was going on. I […]

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Program: Programming

Week 8 – Control groups – Buffing – Beta

Final week is approaching, next week is GGC and last week has been the longest week of my life. I think I’ve put in around 60 – 70 hours this week, so now I’m just exhausted.
The beta that we had earlier this week didn’t go so well, so we had to put in some extra effort to show that we have a game that is a little more polished than what we had when the beta was going on. I […]

/ Comments Off on Week 8 – Control groups – Buffing – Beta
Program: Programming

Week 8 – Control groups – Buffing – Beta

Final week is approaching, next week is GGC and last week has been the longest week of my life. I think I’ve put in around 60 – 70 hours this week, so now I’m just exhausted.
The beta that we had earlier this week didn’t go so well, so we had to put in some extra effort to show that we have a game that is a little more polished than what we had when the beta was going on. I […]

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Program: Programming

Week 8 – Control groups – Buffing – Beta

Final week is approaching, next week is GGC and last week has been the longest week of my life. I think I’ve put in around 60 – 70 hours this week, so now I’m just exhausted.
The beta that we had earlier this week didn’t go so well, so we had to put in some extra effort to show that we have a game that is a little more polished than what we had when the beta was going on. I […]

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Program: Programming

Weekly update #7 – Unit Selection & Capture Zones

The final weeks of the development process are closing in. Next week is the beta and we have a huge puzzle to put together. We have all the pieces that we want now. Some graphics are still temporary, some of the code has been made but only works in “single player mode”. By that I mean that it hasn’t been added to the multiplayer experience.
Henrik in my group finished programming the capture nodes, by that I mean that he completed […]

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Program: Programming

Weekly update #7 – Unit Selection & Capture Zones

The final weeks of the development process are closing in. Next week is the beta and we have a huge puzzle to put together. We have all the pieces that we want now. Some graphics are still temporary, some of the code has been made but only works in “single player mode”. By that I mean that it hasn’t been added to the multiplayer experience.
Henrik in my group finished programming the capture nodes, by that I mean that he completed […]

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Program: Programming

Weekly update #7 – Unit Selection & Capture Zones

The final weeks of the development process are closing in. Next week is the beta and we have a huge puzzle to put together. We have all the pieces that we want now. Some graphics are still temporary, some of the code has been made but only works in “single player mode”. By that I mean that it hasn’t been added to the multiplayer experience.
Henrik in my group finished programming the capture nodes, by that I mean that he completed […]

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Program: Programming

Weekly update #7 – Unit Selection & Capture Zones

The final weeks of the development process are closing in. Next week is the beta and we have a huge puzzle to put together. We have all the pieces that we want now. Some graphics are still temporary, some of the code has been made but only works in “single player mode”. By that I mean that it hasn’t been added to the multiplayer experience.
Henrik in my group finished programming the capture nodes, by that I mean that he completed […]

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Program: Programming

Weekly update #6 – Technical difficulties

This week I wasn’t really sure what to write about, because on Monday everything was working fine. I worked on a buff system. Which I got working on Monday. Then on Tuesday we got a new map, I downloaded the map and after that weird things started happening. First the soldiers (or creeps as they are called in other MOBA games) started warping around the map. I tried to fix that by trying to get the Astar path finding script […]

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Program: Programming

Weekly update #6 – Technical difficulties

This week I wasn’t really sure what to write about, because on Monday everything was working fine. I worked on a buff system. Which I got working on Monday. Then on Tuesday we got a new map, I downloaded the map and after that weird things started happening. First the soldiers (or creeps as they are called in other MOBA games) started warping around the map. I tried to fix that by trying to get the Astar path finding script […]

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Program: Programming

Weekly update #6 – Technical difficulties

This week I wasn’t really sure what to write about, because on Monday everything was working fine. I worked on a buff system. Which I got working on Monday. Then on Tuesday we got a new map, I downloaded the map and after that weird things started happening. First the soldiers (or creeps as they are called in other MOBA games) started warping around the map. I tried to fix that by trying to get the Astar path finding script […]

/ Comments Off on Weekly update #6 – Technical difficulties
Program: Programming

Weekly update #6 – Technical difficulties

This week I wasn’t really sure what to write about, because on Monday everything was working fine. I worked on a buff system. Which I got working on Monday. Then on Tuesday we got a new map, I downloaded the map and after that weird things started happening. First the soldiers (or creeps as they are called in other MOBA games) started warping around the map. I tried to fix that by trying to get the Astar path finding script […]

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Program: Programming

Weekly update # 5 – Alpha

This week has been long and I believe we’ve come really far with our game. Not so much gameplay wise, but we are starting to get the game more and more together. We also have a direction that the game is going, with that it is also easier to program and get the things that we want into the game to work.
My task for this week has been to work on the commander. I did some work on him last […]

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Program: Programming

Weekly update # 5 – Alpha

This week has been long and I believe we’ve come really far with our game. Not so much gameplay wise, but we are starting to get the game more and more together. We also have a direction that the game is going, with that it is also easier to program and get the things that we want into the game to work.
My task for this week has been to work on the commander. I did some work on him last […]

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Program: Programming

Weekly update # 5 – Alpha

This week has been long and I believe we’ve come really far with our game. Not so much gameplay wise, but we are starting to get the game more and more together. We also have a direction that the game is going, with that it is also easier to program and get the things that we want into the game to work.
My task for this week has been to work on the commander. I did some work on him last […]

/ Comments Off on Weekly update # 5 – Alpha
Program: Programming

Weekly update # 5 – Alpha

This week has been long and I believe we’ve come really far with our game. Not so much gameplay wise, but we are starting to get the game more and more together. We also have a direction that the game is going, with that it is also easier to program and get the things that we want into the game to work.
My task for this week has been to work on the commander. I did some work on him last […]

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Program: Programming

Weekly update week 4

This week I’ve been doing several things, but the most difficult task in my eyes was to do a slight rewrite of another persons class. It’s not that the code that I had to rewrite was bad from the start, it’s just that it was writtenwith singleplayer in mind and we’re doing a multiplayer game where the server is doing all the calculations. This task was about getting the Commander to work, which is the last piece of the puzzle […]

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Program: Programming

Weekly update week 4

This week I’ve been doing several things, but the most difficult task in my eyes was to do a slight rewrite of another persons class. It’s not that the code that I had to rewrite was bad from the start, it’s just that it was writtenwith singleplayer in mind and we’re doing a multiplayer game where the server is doing all the calculations. This task was about getting the Commander to work, which is the last piece of the puzzle […]

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Program: Programming