Author Archives: Maximilian Höglund
A new beginning: Rune Mages in retrospect!
Time has come once again to write on this blog. This time, I will be writing about my second-year project, Rune Mages! Again, I was the Lead Programmer, and as such I will be discussing topics primarlily concerning structuring the systems behind the scenes.
See you soon!
A new beginning: Rune Mages in retrospect!
Time has come once again to write on this blog. This time, I will be writing about my second-year project, Rune Mages! Again, I was the Lead Programmer, and as such I will be discussing topics primarlily concerning structuring the systems behind the scenes.
See you soon!
Building a Menu ground up. Part 2.
Welcome back!
Last time we went through everything that was needed to build the buttons we need for the menu, and since they’re completely self-managing we dont need to do anything except check if the button returns true or false when we update it.
What we need to do is some kind of structure that decides what buttons we currently can look at, what buttons we can interact with, and some way of knowing what will happen when they are pressed.
So for […]
Building a Menu ground up. Part 2.
Welcome back!
Last time we went through everything that was needed to build the buttons we need for the menu, and since they’re completely self-managing we dont need to do anything except check if the button returns true or false when we update it.
What we need to do is some kind of structure that decides what buttons we currently can look at, what buttons we can interact with, and some way of knowing what will happen when they are pressed.
So for […]
Building a Menu ground up. Part 1.
Having the beta presented, the team has gotten time to catch a breather, and now we’re ready for the final push before the release!
With all gameplay related things working, while the graphic artists churn out more animations and updating older sprites, we need to build everything around the game.
One of the things we needed was a menu.
We already had a menustate that we made at the same time as all other states, but it didn’t do much apart from being […]
Building a Menu ground up. Part 1.
Having the beta presented, the team has gotten time to catch a breather, and now we’re ready for the final push before the release!
With all gameplay related things working, while the graphic artists churn out more animations and updating older sprites, we need to build everything around the game.
One of the things we needed was a menu.
We already had a menustate that we made at the same time as all other states, but it didn’t do much apart from being […]
Entity spawning and Level creating
The big problem we faced this week is related to spawning enemies, and the lag that follows when improperly handled.
So, the pre-beta testing happened. We had no level, no challenge, no goal. We had enemies that spawned at the end of the screen in an infinitely repeating fixed pattern, and the ability to interact with them. Not very impressive.
What we needed was a way to build a level, and none of us had any idea of how to do it […]
Entity spawning and Level creating
The big problem we faced this week is related to spawning enemies, and the lag that follows when improperly handled.
So, the pre-beta testing happened. We had no level, no challenge, no goal. We had enemies that spawned at the end of the screen in an infinitely repeating fixed pattern, and the ability to interact with them. Not very impressive.
What we needed was a way to build a level, and none of us had any idea of how to do it […]
Enemy Manager and Ambiguity.
For this week, my primary focus was on rehauling how we manage our enemy objects in the game.
Previously, we have in our gamestate stored all our managers in an vector, and performing all the actions that should be done manually. This includes checking collisions against all colliding objects (the player, owlets that are following the player, projectiles, and other hazards like thunderclouds), as well as putting them away in an separate pool when too far away from the player, and […]
Enemy Manager and Ambiguity.
For this week, my primary focus was on rehauling how we manage our enemy objects in the game.
Previously, we have in our gamestate stored all our managers in an vector, and performing all the actions that should be done manually. This includes checking collisions against all colliding objects (the player, owlets that are following the player, projectiles, and other hazards like thunderclouds), as well as putting them away in an separate pool when too far away from the player, and […]
Clickable Buttons!
Every game needs a front page.
Almost exclusively are menus used for this purpose, and every menu needs a way to interact.
So for this week, I have (among other things) implemented clickable buttons!
A good starting point when making a new type of object, is to ask “what do I want this to do?”, and while it is possible to just implement what you need as you go, if you know what you need from the beginning you can make more compact […]
Clickable Buttons!
Every game needs a front page.
Almost exclusively are menus used for this purpose, and every menu needs a way to interact.
So for this week, I have (among other things) implemented clickable buttons!
A good starting point when making a new type of object, is to ask “what do I want this to do?”, and while it is possible to just implement what you need as you go, if you know what you need from the beginning you can make more compact […]