Author Archives: Oscar Eriksson

Game Programming III

I have just taken a new course, Game Programming III.
There is one major assignment which is divided into three steps. The first part is to construct the most common data structures used in programming, a linked list and a binary search tree. Both are used to store data. The linked list is a list of objects containing data, called nodes. The nodes are linked to each other forming a kind of chain of nodes. The binary search tree is similar, but […]

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Program: Programming

Game Programming III

I have just taken a new course, Game Programming III.
There is one major assignment which is divided into three steps. The first part is to construct the most common data structures used in programming, a linked list and a binary search tree. Both are used to store data. The linked list is a list of objects containing data, called nodes. The nodes are linked to each other forming a kind of chain of nodes. The binary search tree is similar, but […]

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Program: Programming

Post 2 – Gears of War


This time it’s the Gears of War board game. First of all it is a real time shooter on a board game which itself is difficult to even imagine how it would work, at least it was for me.
It is a cooperative game best suitable for four players. You play as one of the characters from the video game Gears of War and you help each other win the levels by planning strategies and/or reviving players that are wounded.
The […]

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Program: Programming

Post 2 – Gears of War


This time it’s the Gears of War board game. First of all it is a real time shooter on a board game which itself is difficult to even imagine how it would work, at least it was for me.
It is a cooperative game best suitable for four players. You play as one of the characters from the video game Gears of War and you help each other win the levels by planning strategies and/or reviving players that are wounded.
The […]

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Program: Programming

Post 2 – Gears of War


This time it’s the Gears of War board game. First of all it is a real time shooter on a board game which itself is difficult to even imagine how it would work, at least it was for me.
It is a cooperative game best suitable for four players. You play as one of the characters from the video game Gears of War and you help each other win the levels by planning strategies and/or reviving players that are wounded.
The […]

/ Comments Off on Post 2 – Gears of War
Program: Programming

Post 2 – Gears of War


This time it’s the Gears of War board game. First of all it is a real time shooter on a board game which itself is difficult to even imagine how it would work, at least it was for me.
It is a cooperative game best suitable for four players. You play as one of the characters from the video game Gears of War and you help each other win the levels by planning strategies and/or reviving players that are wounded.
The […]

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Program: Programming

Board Game Analysis – first blog post, advanced game design 2014


Munchkin Pathfinder
Munchkin Pathfinder is a card game for a minimum of three players in which the goal is to reach a a certain level first. There are two different sorts of card decks. One is action cards and the other is bonus cards. Every round you draw one new action card from the deck. If there is a monster behind that card you must fight it or try to run away. When you defeat a monster you increase your […]

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Program: Programming

Board Game Analysis – first blog post, advanced game design 2014


Munchkin Pathfinder
Munchkin Pathfinder is a card game for a minimum of three players in which the goal is to reach a a certain level first. There are two different sorts of card decks. One is action cards and the other is bonus cards. Every round you draw one new action card from the deck. If there is a monster behind that card you must fight it or try to run away. When you defeat a monster you increase your […]

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Program: Programming

Board Game Analysis – first blog post, advanced game design 2014


Munchkin Pathfinder
Munchkin Pathfinder is a card game for a minimum of three players in which the goal is to reach a a certain level first. There are two different sorts of card decks. One is action cards and the other is bonus cards. Every round you draw one new action card from the deck. If there is a monster behind that card you must fight it or try to run away. When you defeat a monster you increase your […]

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Program: Programming

Board Game Analysis – first blog post, advanced game design 2014


Munchkin Pathfinder
Munchkin Pathfinder is a card game for a minimum of three players in which the goal is to reach a a certain level first. There are two different sorts of card decks. One is action cards and the other is bonus cards. Every round you draw one new action card from the deck. If there is a monster behind that card you must fight it or try to run away. When you defeat a monster you increase your […]

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Program: Programming

Artifact 6 – AI and stubborn Glowing effects

This week I have done The final AI-state “AttractedState” and I have started wrestling with the mixture of three super intelligent coding chefs in this soup of code. It’s lovely but it’s like fitting a cube inside the point of a needle.
Let’s start out with the attracted state.
This is a hunting state as explained in the previous post HERE but instead of a unit vector pointing from the enemy to the player fish, there is a vector […]

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Program: Programming

Artifact 6 – AI and stubborn Glowing effects

This week I have done The final AI-state “AttractedState” and I have started wrestling with the mixture of three super intelligent coding chefs in this soup of code. It’s lovely but it’s like fitting a cube inside the point of a needle.
Let’s start out with the attracted state.
This is a hunting state as explained in the previous post HERE but instead of a unit vector pointing from the enemy to the player fish, there is a vector […]

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Program: Programming

Artifact 6 – AI and stubborn Glowing effects

This week I have done The final AI-state “AttractedState” and I have started wrestling with the mixture of three super intelligent coding chefs in this soup of code. It’s lovely but it’s like fitting a cube inside the point of a needle.
Let’s start out with the attracted state.
This is a hunting state as explained in the previous post HERE but instead of a unit vector pointing from the enemy to the player fish, there is a vector […]

/ Comments Off on Artifact 6 – AI and stubborn Glowing effects
Program: Programming

Artifact 6 – AI and stubborn Glowing effects

This week I have done The final AI-state “AttractedState” and I have started wrestling with the mixture of three super intelligent coding chefs in this soup of code. It’s lovely but it’s like fitting a cube inside the point of a needle.
Let’s start out with the attracted state.
This is a hunting state as explained in the previous post HERE but instead of a unit vector pointing from the enemy to the player fish, there is a vector […]

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Program: Programming

Artifact 5, AI states Idle, Scared and Hunting.

The last blog i wrote was kind of incomplete. To try and make up for it I will explain 3 of the AI states in our game.
We needed the enemy fishes to move around a bit in the level. So I started to make the Idle state. I remembered the way I tried to have an enemy to move in a rectangular pattern in the last project I made. I wasn’t really satisfied with that. Last time i made a […]

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Program: Programming

Artifact 5, AI states Idle, Scared and Hunting.

The last blog i wrote was kind of incomplete. To try and make up for it I will explain 3 of the AI states in our game.
We needed the enemy fishes to move around a bit in the level. So I started to make the Idle state. I remembered the way I tried to have an enemy to move in a rectangular pattern in the last project I made. I wasn’t really satisfied with that. Last time i made a […]

/ Comments Off on Artifact 5, AI states Idle, Scared and Hunting.
Program: Programming

Artifact 5, AI states Idle, Scared and Hunting.

The last blog i wrote was kind of incomplete. To try and make up for it I will explain 3 of the AI states in our game.
We needed the enemy fishes to move around a bit in the level. So I started to make the Idle state. I remembered the way I tried to have an enemy to move in a rectangular pattern in the last project I made. I wasn’t really satisfied with that. Last time i made a […]

/ Comments Off on Artifact 5, AI states Idle, Scared and Hunting.
Program: Programming

Artifact 5, AI states Idle, Scared and Hunting.

The last blog i wrote was kind of incomplete. To try and make up for it I will explain 3 of the AI states in our game.
We needed the enemy fishes to move around a bit in the level. So I started to make the Idle state. I remembered the way I tried to have an enemy to move in a rectangular pattern in the last project I made. I wasn’t really satisfied with that. Last time i made a […]

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Program: Programming

Artifact 4 – State Machine

I am done with collision manager. It only needs to be updated as the game is progressing.
I haven’t really finished a new artifact yet, because it is a lot of job and we have helped each other in the group a lot this week with programming issues.
Today I will try to explain a finite state machine (FSM) for AI states that I am making.
I received various books from an acquaintance of mine. One of them is called “Programming AI […]

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Program: Programming

Artifact 4 – State Machine

I am done with collision manager. It only needs to be updated as the game is progressing.
I haven’t really finished a new artifact yet, because it is a lot of job and we have helped each other in the group a lot this week with programming issues.
Today I will try to explain a finite state machine (FSM) for AI states that I am making.
I received various books from an acquaintance of mine. One of them is called “Programming AI […]

/ Comments Off on Artifact 4 – State Machine
Program: Programming

Artifact 4 – State Machine

I am done with collision manager. It only needs to be updated as the game is progressing.
I haven’t really finished a new artifact yet, because it is a lot of job and we have helped each other in the group a lot this week with programming issues.
Today I will try to explain a finite state machine (FSM) for AI states that I am making.
I received various books from an acquaintance of mine. One of them is called “Programming AI […]

/ Comments Off on Artifact 4 – State Machine
Program: Programming

Artifact 4 – State Machine

I am done with collision manager. It only needs to be updated as the game is progressing.
I haven’t really finished a new artifact yet, because it is a lot of job and we have helped each other in the group a lot this week with programming issues.
Today I will try to explain a finite state machine (FSM) for AI states that I am making.
I received various books from an acquaintance of mine. One of them is called “Programming AI […]

/ Comments Off on Artifact 4 – State Machine
Program: Programming

Better colliders. Artifact 3

I repaired the CollisionManager. It was broke. I dont want to talk about it.
From yesterday though:
When the player fish and an enemy collides, two things will happen in this game right now:
1. The player receives experience points. These are what will make the Player grow and level up though out the game.
2. The enemy will be eaten. In other words both the enemy collider and the enemy object, carrying a sprite and some functions get deleted.
(Enemy object are not discussed in […]

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Program: Programming

Better colliders. Artifact 3

I repaired the CollisionManager. It was broke. I dont want to talk about it.
From yesterday though:
When the player fish and an enemy collides, two things will happen in this game right now:
1. The player receives experience points. These are what will make the Player grow and level up though out the game.
2. The enemy will be eaten. In other words both the enemy collider and the enemy object, carrying a sprite and some functions get deleted.
(Enemy object are not discussed in […]

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Program: Programming