Author Archives: Leon Andersson

About Leon Andersson

2016 Programming

Saving, Loading, Scoring

As a last post / update on this project I’ll tell you about the very last work I have had to focus on during this past week. And that is scoring, and the ability to save and load these scores.
For anyone who hasn’t followed these post: We are currently in the process of developing a small endless shooter, which we’ve now given the name “Burn Cube Burn”. Players in this game must survive an endless onslaught of evil cubes, hellbent […]

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Program: Programming

Saving, Loading, Scoring

As a last post / update on this project I’ll tell you about the very last work I have had to focus on during this past week. And that is scoring, and the ability to save and load these scores.
For anyone who hasn’t followed these post: We are currently in the process of developing a small endless shooter, which we’ve now given the name “Burn Cube Burn”. Players in this game must survive an endless onslaught of evil cubes, hellbent […]

/ Comments Off on Saving, Loading, Scoring
Program: Programming

Wibbly Wobbly, Timey Wimey

Yes, in the blog-post for this week we will learn all about the manipulation of time, and the evi- I mean great and different ways one can use this knowledge in your game.
Anyway, in all seriousness. Yes, this week has been all about time manipulation. The reason? We’re less than a week away from the Beta hand-in and our game still doesn’t have a working menu, pause menu or tutorial (oops).
Thus I, a simple programmer, took it upon myself to […]

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Program: Programming

Wibbly Wobbly, Timey Wimey

Yes, in the blog-post for this week we will learn all about the manipulation of time, and the evi- I mean great and different ways one can use this knowledge in your game.
Anyway, in all seriousness. Yes, this week has been all about time manipulation. The reason? We’re less than a week away from the Beta hand-in and our game still doesn’t have a working menu, pause menu or tutorial (oops).
Thus I, a simple programmer, took it upon myself to […]

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Program: Programming

Rhythm, Beat, Attack.

” Give yourself to the rhythm” – Lucio, Overwatch.
Yes, this week will be all about rhythm, beat, and… attacking?
Why indeed, this week we’ll focus, again, on the enemy object, its attack and the importance of math in videogame making. It’s important to note that unlike previous weeks this week was quite packed with scheduled courses. Specially math from 9-16 (9AM – 4PM) which took quite a bit of worktime as well as mental capacity. And thus, the process was slowed […]

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Program: Programming

Rhythm, Beat, Attack.

” Give yourself to the rhythm” – Lucio, Overwatch.
Yes, this week will be all about rhythm, beat, and… attacking?
Why indeed, this week we’ll focus, again, on the enemy object, its attack and the importance of math in videogame making. It’s important to note that unlike previous weeks this week was quite packed with scheduled courses. Specially math from 9-16 (9AM – 4PM) which took quite a bit of worktime as well as mental capacity. And thus, the process was slowed […]

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Program: Programming

Post α post – Change and Refine

Well then, that’s the alpha over.
Now what will we talk about today?
Mainly the second enemy (again). And the importance of feedback. As, this week was all about tweaking the enemy, refining the code it used, and improving upon what we had.
 
The alpha testing that was conducted on the Monday (13/2-17) this week gave some excellent feedback. Having a good balance of both direct and mixed reviews on different aspects of the game.
In my case, I was mainly interested in the […]

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Program: Programming

Post α post – Change and Refine

Well then, that’s the alpha over.
Now what will we talk about today?
Mainly the second enemy (again). And the importance of feedback. As, this week was all about tweaking the enemy, refining the code it used, and improving upon what we had.
 
The alpha testing that was conducted on the Monday (13/2-17) this week gave some excellent feedback. Having a good balance of both direct and mixed reviews on different aspects of the game.
In my case, I was mainly interested in the […]

/ Comments Off on Post α post – Change and Refine
Program: Programming

The First post, about the second enemy.

This first post will focus a lot on our games second enemy type. The reason for this is simple: It was my focus of work this week.
Using an internal finite state machine, it’s able to maintain a very simple behaviour pattern: Move, Shoot, Repeat.
The Pseudo code that the enemy uses is as follow:
When spawned go into the “Move” state, choose an area on the playfield and move to it. Once you’ve reached the destination, go into the “Attack” state. When […]

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Program: Programming

The First post, about the second enemy.

This first post will focus a lot on our games second enemy type. The reason for this is simple: It was my focus of work this week.
Using an internal finite state machine, it’s able to maintain a very simple behaviour pattern: Move, Shoot, Repeat.
The Pseudo code that the enemy uses is as follow:
When spawned go into the “Move” state, choose an area on the playfield and move to it. Once you’ve reached the destination, go into the “Attack” state. When […]

/ Comments Off on The First post, about the second enemy.
Program: Programming