Author Archives: William Nordin

Big Game Project – Post 5 – Final Post

In the final days before GGC I made/worked on the following:

Pause Menu
Results Screen
Loading Screen
Assisted Driving (derived from AI)
Scene Transitions

Pause Menu
The pause menu is accessed by any player pressing the start button on their controller (if four controllers are connected but only two of them are racing, only the two active controllers can be used to pause).
Pausing the game triggers a global bool that stops every script from running. It originally set the TimeScale of Unity to 0, but then it stopped […]

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Program: Programming

Big Game Project – Post 5 – Final Post

In the final days before GGC I made/worked on the following:

Pause Menu
Results Screen
Loading Screen
Assisted Driving (derived from AI)
Scene Transitions

Pause Menu
The pause menu is accessed by any player pressing the start button on their controller (if four controllers are connected but only two of them are racing, only the two active controllers can be used to pause).
Pausing the game triggers a global bool that stops every script from running. It originally set the TimeScale of Unity to 0, but then it stopped […]

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Program: Programming

Big Game Project – Post 4

Fourth week was when we finished most of the smaller things like HUD, main menu and loading screen with screenfading etc.
From last week: Waypoints were used for:

AI Navigation points
Player placement
Lap count
Wrong-way indicator
Respawn position/rotation

I explained AI Navigation and will be going more indepth into the AI in the next post.
This post will be about the other things and the systems surrounding those features along with the other things done this week.
Player placement & Lap count
Basic functionality: A Waypointhandler triggers every players […]

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Program: Programming

Big Game Project – Post 4

Fourth week was when we finished most of the smaller things like HUD, main menu and loading screen with screenfading etc.
From last week: Waypoints were used for:

AI Navigation points
Player placement
Lap count
Wrong-way indicator
Respawn position/rotation

I explained AI Navigation and will be going more indepth into the AI in the next post.
This post will be about the other things and the systems surrounding those features along with the other things done this week.
Player placement & Lap count
Basic functionality: A Waypointhandler triggers every players […]

/ Comments Off on Big Game Project – Post 4
Program: Programming

Big Game Project – Post 3

The course is over and this blog was ignored in favor of production so I will be writing three blog posts summarizing the third, fourth and then the final weeks or the project.
First is the third week.
This week I finished our gravitational system with the simplest solution: using the previously mentioned raycast that finds the normal of the mesh below the ship and then move the ship to a predetermined distance away from the mesh along the normal, pseudocode:
newPosition = […]

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Program: Programming

Big Game Project – Post 3

The course is over and this blog was ignored in favor of production so I will be writing three blog posts summarizing the third, fourth and then the final weeks or the project.
First is the third week.
This week I finished our gravitational system with the simplest solution: using the previously mentioned raycast that finds the normal of the mesh below the ship and then move the ship to a predetermined distance away from the mesh along the normal, pseudocode:
newPosition = […]

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Program: Programming

Big Game Project – Post 2

Another week has passed, and here comes a summary of what I’ve been up to this past week.
The tasks I took in our weekly SCRUM sprint was:
Vehicle rotation & Gravity towards the track.
Simple AI racers if the level generation finishes.
Multiplayer Interactions.
The first one you can read more about in last weeks post. (here)
I only altered the gravity to now apply forces to the rigidbody of the object instead of forcing it to move using its transform.position which causes […]

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Program: Programming

Big Game Project – Post 2

Another week has passed, and here comes a summary of what I’ve been up to this past week.
The tasks I took in our weekly SCRUM sprint was:
Vehicle rotation & Gravity towards the track.
Simple AI racers if the level generation finishes.
Multiplayer Interactions.
The first one you can read more about in last weeks post. (here)
I only altered the gravity to now apply forces to the rigidbody of the object instead of forcing it to move using its transform.position which causes […]

/ Comments Off on Big Game Project – Post 2
Program: Programming

Big Game Project – Post 1

The second year project that is set to be displayed at the Gotland Game Conference (GGC) has started production, and with that progress blogs every week until the big day, this being the first.
The project is done in teams and my team, called Team GG (The GG stands for Gravity Grind which was the name of the concept) consists of:
Jonas Lundgren as the Producer and Lead Programmer (https://enfisk1994.wordpress.com/)
Laban Melander as the Lead Designer (https://labanmelander.wordpress.com/)
Valdemar Ribbing as the Lead […]

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Program: Programming

Big Game Project – Post 1

The second year project that is set to be displayed at the Gotland Game Conference (GGC) has started production, and with that progress blogs every week until the big day, this being the first.
The project is done in teams and my team, called Team GG (The GG stands for Gravity Grind which was the name of the concept) consists of:
Jonas Lundgren as the Producer and Lead Programmer (https://enfisk1994.wordpress.com/)
Laban Melander as the Lead Designer (https://labanmelander.wordpress.com/)
Valdemar Ribbing as the Lead […]

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Program: Programming

Programming

I haven’t updated this blog for a couple of weeks so I will be summarizing each week up until now below.
Week 48
This was the week where I made the Webserver for the second assignment of the course Game Programming III at Uppsala University.
The code for this small project can be found here.
Basically the assignment was to host a webserver that could be accessed through the ip of the host, when accessed the server would first answer […]

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Program: Programming

Programming

I haven’t updated this blog for a couple of weeks so I will be summarizing each week up until now below.
Week 48
This was the week where I made the Webserver for the second assignment of the course Game Programming III at Uppsala University.
The code for this small project can be found here.
Basically the assignment was to host a webserver that could be accessed through the ip of the host, when accessed the server would first answer […]

/ Comments Off on Programming
Program: Programming

Programming

I haven’t updated this blog for a couple of weeks so I will be summarizing each week up until now below.
Week 48
This was the week where I made the Webserver for the second assignment of the course Game Programming III at Uppsala University.
The code for this small project can be found here.
Basically the assignment was to host a webserver that could be accessed through the ip of the host, when accessed the server would first answer […]

/ Comments Off on Programming
Program: Programming

Programming

I haven’t updated this blog for a couple of weeks so I will be summarizing each week up until now below.
Week 48
This was the week where I made the Webserver for the second assignment of the course Game Programming III at Uppsala University.
The code for this small project can be found here.
Basically the assignment was to host a webserver that could be accessed through the ip of the host, when accessed the server would first answer […]

/ Comments Off on Programming
Program: Programming

Programming Blog – Week 2

This week I created my linked list for the first assignment of this course.
The first idea I had for this was a struct Node shown below.
struct Node {
int data;
Node *next;
}
Then I had to tackle the problem of having several Nodes and where to store them, and while thinking of using actual std::lists or vectors a friend told me that I only needed to define the root-node and the rest would just be layered through the Node *next without needing a way […]

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Program: Programming

Programming Blog – Week 2

This week I created my linked list for the first assignment of this course.
The first idea I had for this was a struct Node shown below.
struct Node {
int data;
Node *next;
}
Then I had to tackle the problem of having several Nodes and where to store them, and while thinking of using actual std::lists or vectors a friend told me that I only needed to define the root-node and the rest would just be layered through the Node *next without needing a way […]

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Program: Programming

Programming Blog – Week 2

This week I created my linked list for the first assignment of this course.
A linked list is essentialy a number of nodes containing its data as well as having a pointer to the next node in the list.
The first idea I had for this was a struct Node shown below.
struct Node {
int data;
Node *next;
}
Then I had to tackle the problem of having several Nodes and where to store them, and while thinking of using actual std::lists or vectors a friend told me that I […]

/ Comments Off on Programming Blog – Week 2
Program: Programming

Programming Blog – Week 2

This week I created my linked list for the first assignment of this course.
A linked list is essentialy a number of nodes containing its data as well as having a pointer to the next node in the list.
The first idea I had for this was a struct Node shown below.
struct Node {
int data;
Node *next;
}
Then I had to tackle the problem of having several Nodes and where to store them, and while thinking of using actual std::lists or vectors a friend told me that I […]

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Program: Programming

Programming Blog – Week 1

A new course has started, game programming III. This course contains three assignments, and I will be updating this blog on my progress on them once per week.
This week started off with a small contest to see who could compress an image the most, smallest filesize won. The hard part was that we got no lecture or any general information about how to compress images or even how to read the data of an image, so we had to figure out […]

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Program: Programming

Programming Blog – Week 1

A new course has started, game programming III. This course contains three assignments, and I will be updating this blog on my progress on them once per week.
This week started off with a small contest to see who could compress an image the most, smallest filesize won. The hard part was that we got no lecture or any general information about how to compress images or even how to read the data of an image, so we had to figure out […]

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Program: Programming

Programming Blog – Week 1

A new course has started, game programming III. This course contains three assignments, and I will be updating this blog on my progress on them once per week.
This week started off with a small contest to see who could compress an image the most, smallest filesize won. The hard part was that we got no lecture or any general information about how to compress images or even how to read the data of an image, so we had to figure out […]

/ Comments Off on Programming Blog – Week 1
Program: Programming

Programming Blog – Week 1

A new course has started, game programming III. This course contains three assignments, and I will be updating this blog on my progress on them once per week.
This week started off with a small contest to see who could compress an image the most, smallest filesize won. The hard part was that we got no lecture or any general information about how to compress images or even how to read the data of an image, so we had to figure out […]

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Program: Programming

Analysing a Boardgame #2

This week we chose to play and analyze the game Small World Underground, a strategy game that reminded us somewhat of last weeks game, Dust. The game is played with 2-5 players on a specific board for specific amounts of players, meaning that two players get one map and four will be playing on another map.

The goal of the game is to collect as many victory coins as possible through conquests and dominating important tiles on the map.
The gameboard consists […]

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Program: Programming

Analysing a Boardgame #2

This week we chose to play and analyze the game Small World Underground, a strategy game that reminded us somewhat of last weeks game, Dust. The game is played with 2-5 players on a specific board for specific amounts of players, meaning that two players get one map and four will be playing on another map.

The goal of the game is to collect as many victory coins as possible through conquests and dominating important tiles on the map.
The gameboard consists […]

/ Comments Off on Analysing a Boardgame #2
Program: Programming