Author Archives: Jonas Lundgren
Board Game Analysis: Betrayal at House on the Hill
The assignment continues! Like last time, we were tasked to play and analyse a board game. This week, we decided to play the game Betrayal at House on the Hill. It is a turn-based game for between 3 and 6 people, and can be summarized as “explore a haunted house together, until one of you becomes a traitor, than defeat the traitor”.
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The game uses eight special die 6-sided die, where two of the sides […]
Board Game Analysis: Betrayal at House on the Hill
The assignment continues! Like last time, we were tasked to play and analyse a board game. This week, we decided to play the game Betrayal at House on the Hill. It is a turn-based game for between 3 and 6 people, and can be summarized as “explore a haunted house together, until one of you becomes a traitor, than defeat the traitor”.
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The game uses eight special die 6-sided die, where two of the sides […]
Board Game Analysis: Kill Dr. Lucky
Back again, after a minor hiatus! This time, an assignment was given to pick a board game, play it in a group, and analyze it, determining the core game system (including objects, properties, behaviours and relationships), the good and bad sides of the game, and the most interesting system.
The game we picked was Kill Doctor Lucky. It is a turn-based game for between 3 and 7 players ages 10 and above (according to the box), which works sort […]
Board Game Analysis: Kill Dr. Lucky
Back again, after a minor hiatus! This time, an assignment was given to pick a board game, play it in a group, and analyze it, determining the core game system (including objects, properties, behaviours and relationships), the good and bad sides of the game, and the most interesting system.
The game we picked was Kill Doctor Lucky. It is a turn-based game for between 3 and 7 players ages 10 and above (according to the box), which works sort […]
Board Game Analysis: Kill Dr. Lucky
Back again, after a minor hiatus! This time, an assignment was given to pick a board game, play it in a group, and analyze it, determining the core game system (including objects, properties, behaviours and relationships), the good and bad sides of the game, and the most interesting system.
The game we picked was Kill Doctor Lucky. It is a turn-based game for between 3 and 7 players ages 10 and above (according to the box), which works sort […]
Board Game Analysis: Kill Dr. Lucky
Back again, after a minor hiatus! This time, an assignment was given to pick a board game, play it in a group, and analyze it, determining the core game system (including objects, properties, behaviours and relationships), the good and bad sides of the game, and the most interesting system.
The game we picked was Kill Doctor Lucky. It is a turn-based game for between 3 and 7 players ages 10 and above (according to the box), which works sort […]
Summer Project: Week 2 and 3
I was going to write a post last week, but a) ended up forgetting about it, and b) felt that I didn’t really have enough to write about. The previous week was a quite unproductive week, due to visiting my parents.
Anyway, the task scheduled for these weeks was generating and connecting rooms to each other. I had some idea of the rules I wanted to handle this, but no real idea of how to actually implement it. I ended up […]
Summer Project: Week 2 and 3
I was going to write a post last week, but a) ended up forgetting about it, and b) felt that I didn’t really have enough to write about. The previous week was a quite unproductive week, due to visiting my parents.
Anyway, the task scheduled for these weeks was generating and connecting rooms to each other. I had some idea of the rules I wanted to handle this, but no real idea of how to actually implement it. I ended up […]
Summer Project: Week 2 and 3
I was going to write a post last week, but a) ended up forgetting about it, and b) felt that I didn’t really have enough to write about. The previous week was a quite unproductive week, due to visiting my parents.
Anyway, the task scheduled for these weeks was generating and connecting rooms to each other. I had some idea of the rules I wanted to handle this, but no real idea of how to actually implement it. I ended up […]
Summer Project: Week 2 and 3
I was going to write a post last week, but a) ended up forgetting about it, and b) felt that I didn’t really have enough to write about. The previous week was a quite unproductive week, due to visiting my parents.
Anyway, the task scheduled for these weeks was generating and connecting rooms to each other. I had some idea of the rules I wanted to handle this, but no real idea of how to actually implement it. I ended up […]
Summer Project 2014: Week 1
Back again after a short posting break, this time with a new project!
The project this time is an unofficial summer course in programming, both for fun and to compliment whatever was missing in the Game Programming 1 and 2-courses. Short version is “make a game, blog about the development process, write a report”.
For this project, I have decided to make a roguelike, where randomness is everywhere (like it should be in a roguelike). Everything from the room layout to the […]
Summer Project 2014: Week 1
Back again after a short posting break, this time with a new project!
The project this time is an unofficial summer course in programming, both for fun and to compliment whatever was missing in the Game Programming 1 and 2-courses. Short version is “make a game, blog about the development process, write a report”.
For this project, I have decided to make a roguelike, where randomness is everywhere (like it should be in a roguelike). Everything from the room layout to the […]
Summer Project 2014: Week 1
Back again after a short posting break, this time with a new project!
The project this time is an unofficial summer course in programming, both for fun and to compliment whatever was missing in the Game Programming 1 and 2-courses. Short version is “make a game, blog about the development process, write a report”.
For this project, I have decided to make a roguelike, where randomness is everywhere (like it should be in a roguelike). Everything from the room layout to the […]
Summer Project 2014: Week 1
Back again after a short posting break, this time with a new project!
The project this time is an unofficial summer course in programming, both for fun and to compliment whatever was missing in the Game Programming 1 and 2-courses. Short version is “make a game, blog about the development process, write a report”.
For this project, I have decided to make a roguelike, where randomness is everywhere (like it should be in a roguelike). Everything from the room layout to the […]
Polish, polish, and more polish
I’m running out of things to write about! Since we’re getting closer and closer to final, there are no “huge new features” that can be written about, and most of the work I currently do is polish behind the scenes, which doesn’t really make for good writing material. However, there are some things that make for good screenshot material, so I guess I’ll combine some artifacts into one post.
Firstly, as a followup to last week’s post, we have implemented some […]
Polish, polish, and more polish
I’m running out of things to write about! Since we’re getting closer and closer to final, there are no “huge new features” that can be written about, and most of the work I currently do is polish behind the scenes, which doesn’t really make for good writing material. However, there are some things that make for good screenshot material, so I guess I’ll combine some artifacts into one post.
Firstly, as a followup to last week’s post, we have implemented some […]
Polish, polish, and more polish
I’m running out of things to write about! Since we’re getting closer and closer to final, there are no “huge new features” that can be written about, and most of the work I currently do is polish behind the scenes, which doesn’t really make for good writing material. However, there are some things that make for good screenshot material, so I guess I’ll combine some artifacts into one post.
Firstly, as a followup to last week’s post, we have implemented some […]
Polish, polish, and more polish
I’m running out of things to write about! Since we’re getting closer and closer to final, there are no “huge new features” that can be written about, and most of the work I currently do is polish behind the scenes, which doesn’t really make for good writing material. However, there are some things that make for good screenshot material, so I guess I’ll combine some artifacts into one post.
Firstly, as a followup to last week’s post, we have implemented some […]
Upcoming Changes – Results of the playtesting
As we’re closing in on the beta stage of production, a small playtesting session was held, to receive feedback from one another as well as get a feeling of what stage every group is at.
For this session, we had three computers running the game, and two computers where people could fill out feedback in a questionnaire, hosted on Google Docs. Despite this, it tended to clog up, either at the game computers, or at the feedback computers, which meant that […]
Upcoming Changes – Results of the playtesting
As we’re closing in on the beta stage of production, a small playtesting session was held, to receive feedback from one another as well as get a feeling of what stage every group is at.
For this session, we had three computers running the game, and two computers where people could fill out feedback in a questionnaire, hosted on Google Docs. Despite this, it tended to clog up, either at the game computers, or at the feedback computers, which meant that […]
Upcoming Changes – Results of the playtesting
As we’re closing in on the beta stage of production, a small playtesting session was held, to receive feedback from one another as well as get a feeling of what stage every group is at.
For this session, we had three computers running the game, and two computers where people could fill out feedback in a questionnaire, hosted on Google Docs. Despite this, it tended to clog up, either at the game computers, or at the feedback computers, which meant that […]
Upcoming Changes – Results of the playtesting
As we’re closing in on the beta stage of production, a small playtesting session was held, to receive feedback from one another as well as get a feeling of what stage every group is at.
For this session, we had three computers running the game, and two computers where people could fill out feedback in a questionnaire, hosted on Google Docs. Despite this, it tended to clog up, either at the game computers, or at the feedback computers, which meant that […]
Leakin’ dem bytes
Memory leaks are something that programmers (especially those in C and C++) always have to keep in mind. Unfortunately, we didn’t really think about them until roughly halfway into the project. That means we end up with something like this:
Taken from our pre-alpha playtesting build.
This could have ended up a lot worse than it actually did. We didn’t really have any constant leaks, so the total leaks didn’t grow in size.
Now, for those of you that aren’t that into programming, […]
Leakin’ dem bytes
Memory leaks are something that programmers (especially those in C and C++) always have to keep in mind. Unfortunately, we didn’t really think about them until roughly halfway into the project. That means we end up with something like this:
Taken from our pre-alpha playtesting build.
This could have ended up a lot worse than it actually did. We didn’t really have any constant leaks, so the total leaks didn’t grow in size.
Now, for those of you that aren’t that into programming, […]