Author Archives: Per Johansson
Codename: Haunted Light – Automatic Tiling
This week have been a really productive one in terms of features completed. First off, I’ve done some finishing touches on the Pathfinding algorithm which I wrote about in last weeks’ post and all that remains now is to give each enemy it’s AI-logic.
One of Haunted Lights more prominent feature is it’s re-generation of levels. Because of that particular feature we need to have the level to […]
Codename: Haunted Light – Automatic Tiling
This week have been a really productive one in terms of features completed. First off, I’ve done some finishing touches on the Pathfinding algorithm which I wrote about in last weeks’ post and all that remains now is to give each enemy it’s AI-logic.
One of Haunted Lights more prominent feature is it’s re-generation of levels. Because of that particular feature we need to have the level to […]
Haunted Light – Automatic Tiling
This week have been a really productive one in terms of features completed. First off, I’ve done some finishing touches on the Pathfinding algorithm which I wrote about in last weeks’ post and all that remains now is to give each enemy it’s AI-logic.
One of Haunted Lights more prominent feature is its re-generation of levels. Because of that particular feature we need to have the level to […]
Haunted Light – Automatic Tiling
This week have been a really productive one in terms of features completed. First off, I’ve done some finishing touches on the Pathfinding algorithm which I wrote about in last weeks’ post and all that remains now is to give each enemy it’s AI-logic.
One of Haunted Lights more prominent feature is its re-generation of levels. Because of that particular feature we need to have the level to […]
Codename: Haunted Light – Redirection
In the last post I wrote that I was going to go through how our level generation worked, but due to missed deadlines we’ve been forced to push the implementation of that feature to later when we have a working path-finding since we prioritize having a challenging game rather than a fancy level-generation. Because of that unfortunate turn of events I’ll now write about how our A-star implementation currently works instead.
Before I even […]
Codename: Haunted Light – Redirection
In the last post I wrote that I was going to go through how our level generation worked, but due to missed deadlines we’ve been forced to push the implementation of that feature to later when we have a working path-finding since we prioritize having a challenging game rather than a fancy level-generation. Because of that unfortunate turn of events I’ll now write about how our A-star implementation currently works instead.
Before I even […]
Haunted Light – Redirection
In the previous post I wrote that I was going to go through how our level generation worked, but due to missed deadlines we’ve been forced to push the implementation of that feature to later when we have a working path-finding since we prioritize having a challenging game rather than a fancy level-generation. Because of that unfortunate turn of events I’ll now write about how our A-star implementation currently works instead.
Before I even […]
Haunted Light – Redirection
In the previous post I wrote that I was going to go through how our level generation worked, but due to missed deadlines we’ve been forced to push the implementation of that feature to later when we have a working path-finding since we prioritize having a challenging game rather than a fancy level-generation. Because of that unfortunate turn of events I’ll now write about how our A-star implementation currently works instead.
Before I even […]
Codename: Haunted Light – Generation Process
This week I’ve been mostly thinking and planning out how the level generation will work and I’ve also assisted our programmers in different parts of the game.
since I haven’t completed any new artifact in the game this week (except different resolution support…but it’s such a minor part and therefore I don’t’ count that) I’m going to talk about a feature of Haunted Light that’s a work in progress. The “(Re-)generating Levels”. I’ll explain what I mean by that.
Haunted Light is […]
Codename: Haunted Light – Generation Process
This week I’ve been mostly thinking and planning out how the level generation will work and I’ve also assisted our programmers in different parts of the game.
since I haven’t completed any new artifact in the game this week (except different resolution support…but it’s such a minor part and therefore I don’t’ count that) I’m going to talk about a feature of Haunted Light that’s a work in progress. The “(Re-)generating Levels”. I’ll explain what I mean by that.
Haunted Light is […]
Codename: Haunted Light – GameStates
This week I have accomplished a couple of things.
I changed what the Object-Manager stores. Previously it stored GameObjects but now it stores pointers to GameObjects. This prevents the object you want to store inside the Object-Manager from being destroyed when it gets copied over to the map container. Due to this change I also managed to fix a couple of memory leaks concerning the objects sprites and colliders not getting destroyed. Another thing I did was making the game scale […]
Codename: Haunted Light – GameStates
This week I have accomplished a couple of things.
I changed what the Object-Manager stores. Previously it stored GameObjects but now it stores pointers to GameObjects. This prevents the object you want to store inside the Object-Manager from being destroyed when it gets copied over to the map container. Due to this change I also managed to fix a couple of memory leaks concerning the objects sprites and colliders not getting destroyed. Another thing I did was making the game scale […]
Codename: Haunted Light – ObjectManager
This week we’ve been working hard on getting an alpha product done for the presentation that will be held in from of the class.
I’ve made some finishing touches on the light engine so that it e.g. no longer have transparent shadows. This was accomplished by using blend modes. I’m quite familiar with using blend-modes because of my previous projects when I used to program a lot inside the game engine Game Maker. But I’ve gotten more and more used to […]
Codename: Haunted Light – ObjectManager
This week we’ve been working hard on getting an alpha product done for the presentation that will be held in from of the class.
I’ve made some finishing touches on the light engine so that it e.g. no longer have transparent shadows. This was accomplished by using blend modes. I’m quite familiar with using blend-modes because of my previous projects when I used to program a lot inside the game engine Game Maker. But I’ve gotten more and more used to […]
Codename: Haunted Light – SpriteManager
This week and the previous one have been great! We’ve managed to fix most of the game engine’s core features. In the forthcoming days we’ll start working on some simple gameplay implementations.
The development library we use for Haunted Light is SFML (Simple and Fast Multimedia Library). Well the name speaks for itself but it’s a simple-to-use framework to communicate with all the Input and Output devices of the computer. Without a development library you’d have to write code that directly […]
Codename: Haunted Light – SpriteManager
This week and the previous one have been great! We’ve managed to fix most of the game engine’s core features. In the forthcoming days we’ll start working on some simple gameplay implementations.
The development library we use for Haunted Light is SFML (Simple and Fast Multimedia Library). Well the name speaks for itself but it’s a simple-to-use framework to communicate with all the Input and Output devices of the computer. Without a development library you’d have to write code that directly […]
Codename: Haunted Light – Productive Day!
Today was a long day, a whole 12 hours at school.
The day started out with a scrum meeting where we received feedback on what we’d so far done on the scrum document. The scrum document is a kind-of work plan in which all the group members specify all the work which need to be done until certain dead-lines.
First we had planned out the work in broad categories to focus the time on actual development instead of grouping each work-task. Although, […]
Codename: Haunted Light – Productive Day!
Today was a long day, a whole 12 hours at school.
The day started out with a scrum meeting where we received feedback on what we’d so far done on the scrum document. The scrum document is a kind-of work plan in which all the group members specify all the work which need to be done until certain dead-lines.
First we had planned out the work in broad categories to focus the time on actual development instead of grouping each work-task. Although, […]
Tales n’ Tactics, a work in progress.
Tales and Tactics is the game which Henrik “Barthuc” Forsman and I (Per “Gimmic” Johansson) are working on.
It started out as a small school project but now it’s so much more than that.
As soon there’s a playable alpha ready, we’ll try to get the game on steam and other gaming platforms!
It’s a PC game which incorporates turn-based combat and strategy mechanics with resource gathering, dungeon raiding and champion developing. All presented in a retro-looking style.
The games sountrack is done by […]
Tales n’ Tactics, a work in progress.
Tales and Tactics is the game which Henrik “Barthuc” Forsman and I (Per “Gimmic” Johansson) are working on.
It started out as a small school project but now it’s so much more than that.
As soon there’s a playable alpha ready, we’ll try to get the game on steam and other gaming platforms!
It’s a PC game which incorporates turn-based combat and strategy mechanics with resource gathering, dungeon raiding and champion developing. All presented in a retro-looking style.
The games sountrack is done by […]
Tales n’ Tactics map generation and (simplex) noise
I’ll start by saying that Tales n’ Tactics is a turn-based strategy game in a top-down perspective, which is under development by Henrik Forsman and myself.
In this post I’ll go through some of the challenges, methods and experiences I’ve accumulated while working on the map generation of Tales n’ Tactics.
When I started writing the first lines of codes, on what is (hopefully) going to be a full-fledged strategy game, I was faced with numerous challenges…How do I deal with fog […]
Tales n’ Tactics map generation and (simplex) noise
I’ll start by saying that Tales n’ Tactics is a turn-based strategy game in a top-down perspective, which is under development by Henrik Forsman and myself.
In this post I’ll go through some of the challenges, methods and experiences I’ve accumulated while working on the map generation of Tales n’ Tactics.
When I started writing the first lines of codes, on what is (hopefully) going to be a full-fledged strategy game, I was faced with numerous challenges…How do I deal with fog […]