Browsing 'Game Design': Posts from either of the Game Design programs
2014-02-13
Hello world!
Today I havent gotten much code done since we have had a few meetings about our project which took up pretty much of our time and energy. I did however apply one more sprite for the cloud (again, but this time for the more organized version of my code) buuut I did not get it to work for some reason so I wasted time creating one more class called Cloud2 (instead of making it inherit everything from Cloud1) with […]
2014-02-13
Hello world!
Today I havent gotten much code done since we have had a few meetings about our project which took up pretty much of our time and energy. I did however apply one more sprite for the cloud (again, but this time for the more organized version of my code) buuut I did not get it to work for some reason so I wasted time creating one more class called Cloud2 (instead of making it inherit everything from Cloud1) with […]
Haunted Light – AnimatedSprite
Hello. Today I’ll be covering the AnimatedSprite class I’ve been creating for this project. It was a though one because of a lot of core changes in the program. Using SFML made it easier than I expected though because of its versatility. It also helped that I actually planned what the class was going to contain, and then build on from there. I even think that part saved me a lot of hassle since I first “sketched up” a first […]
Haunted Light – AnimatedSprite
Hello. Today I’ll be covering the AnimatedSprite class I’ve been creating for this project. It was a though one because of a lot of core changes in the program. Using SFML made it easier than I expected though because of its versatility. It also helped that I actually planned what the class was going to contain, and then build on from there. I even think that part saved me a lot of hassle since I first “sketched up” a first […]
An update long overdue
So, long time no write but now I am back and hopefully will keep this up with at least a post a week.
Right now, or since the start of this semester really, we valiant members of group 10 have been working on Escape, a top down stealth game set in an office building during ca 1950. Our Min character is named Tommy and he has killed a dude and he wears a duster coat and a fedora. Not a trillby. […]
An update long overdue
So, long time no write but now I am back and hopefully will keep this up with at least a post a week.
Right now, or since the start of this semester really, we valiant members of group 10 have been working on Escape, a top down stealth game set in an office building during ca 1950. Our Min character is named Tommy and he has killed a dude and he wears a duster coat and a fedora. Not a trillby. […]
An update long overdue
So, long time no write but now I am back and hopefully will keep this up with at least a post a week.
Right now, or since the start of this semester really, we valiant members of group 10 have been working on Escape, a top down stealth game set in an office building during ca 1950. Our Min character is named Tommy and he has killed a dude and he wears a duster coat and a fedora. Not a trillby. […]
An update long overdue
So, long time no write but now I am back and hopefully will keep this up with at least a post a week.
Right now, or since the start of this semester really, we valiant members of group 10 have been working on Escape, a top down stealth game set in an office building during ca 1950. Our Min character is named Tommy and he has killed a dude and he wears a duster coat and a fedora. Not a trillby. […]
AI, I hate AI
This week I took it upon myself to do the AI for the enemy fish and the light bulb for the player. While the light bulb was pretty straight forward the AI was a lot harder to put together. I realize this task will take much more time than I expected. It didn’t help that I was stuck in bed the whole week with fever and “puke sickness”.
The light bulb consists of a sprite that’s always drawn just in […]
AI, I hate AI
This week I took it upon myself to do the AI for the enemy fish and the light bulb for the player. While the light bulb was pretty straight forward the AI was a lot harder to put together. I realize this task will take much more time than I expected. It didn’t help that I was stuck in bed the whole week with fever and “puke sickness”.
The light bulb consists of a sprite that’s always drawn just in […]
AI, I hate AI
This week I took it upon myself to do the AI for the enemy fish and the light bulb for the player. While the light bulb was pretty straight forward the AI was a lot harder to put together. I realize this task will take much more time than I expected. It didn’t help that I was stuck in bed the whole week with fever and “puke sickness”.
The light bulb consists of a sprite that’s always drawn just in […]
AI, I hate AI
This week I took it upon myself to do the AI for the enemy fish and the light bulb for the player. While the light bulb was pretty straight forward the AI was a lot harder to put together. I realize this task will take much more time than I expected. It didn’t help that I was stuck in bed the whole week with fever and “puke sickness”.
The light bulb consists of a sprite that’s always drawn just in […]
Tail of a Tailorman
The concept that we chose, aptly named ”Suit ‘Em Up”, is about a tiny tailor. He’s been tasked to fight off evil bugs before they munch up his favorite suit!
Given the concepts focus on tailoring and fabrics, our minds we’re instantly drawn towards early 1900′s. With this, an idea regarding the visual design was born in the mind of our dear lead artist; namely that of early Disney cartoons.
Researching this a bit narrowed our visual guidelines down to a few […]
Tail of a Tailorman
The concept that we chose, aptly named ”Suit ‘Em Up”, is about a tiny tailor. He’s been tasked to fight off evil bugs before they munch up his favorite suit!
Given the concepts focus on tailoring and fabrics, our minds we’re instantly drawn towards early 1900′s. With this, an idea regarding the visual design was born in the mind of our dear lead artist; namely that of early Disney cartoons.
Researching this a bit narrowed our visual guidelines down to a few […]
Playground Panic #1 – Player movement
Since we’re doing a top-down shooter, we wanted 8 different directions to walk in that we used the different combinations of WASD for. We also had to make the player rotate depending on where the mouse were on the screen. SFML does this a lot easier than when we worked with SDL, especially on the input-side. We went from having a full input-class to one line basically and if we ever need more control than that we can change it […]
Playground Panic #1 – Player movement
Since we’re doing a top-down shooter, we wanted 8 different directions to walk in that we used the different combinations of WASD for. We also had to make the player rotate depending on where the mouse were on the screen. SFML does this a lot easier than when we worked with SDL, especially on the input-side. We went from having a full input-class to one line basically and if we ever need more control than that we can change it […]
Game development week 4, Design Document writing.
During the week i have been writing the design document for the game i am working on. In the start of the week the design document was containing around 800 words and a lot of unneeded material. During most of my monday i spent reading trough the Design document and commented on what was in need of cleaning and rephrasing. Throughout the rest of the week i have been reading others design document from earlier project to understand the structure […]
Game development week 4, Design Document writing.
During the week i have been writing the design document for the game i am working on. In the start of the week the design document was containing around 800 words and a lot of unneeded material. During most of my monday i spent reading trough the Design document and commented on what was in need of cleaning and rephrasing. Throughout the rest of the week i have been reading others design document from earlier project to understand the structure […]
Creating a camera class Camera class (not a 100% done)
Coding a camera class at first was one of the hardest thing in my head because I was thinking the wrong way. I choose to tell you about this simple (yet made harder by my brain) class because I learned something from it. When you are working with more than one person you can have a hard time creating a class when you don’t understand what the person you are working with are thinking. So what you have to […]
Creating a camera class Camera class (not a 100% done)
Coding a camera class at first was one of the hardest thing in my head because I was thinking the wrong way. I choose to tell you about this simple (yet made harder by my brain) class because I learned something from it. When you are working with more than one person you can have a hard time creating a class when you don’t understand what the person you are working with are thinking. So what you have to […]
Plans of Futura’s Soundmanager.
The sound manager for the game has been quite an annoyance since the development library has a bug concerning playing audio.
The development library we use for the game is SFML (Simple and Fast Multimedia Library) while simple it’s got its own sets of problems for game development.
The problem that I’m annoyed by is a bug that when the game gets turned off crashes the game because off a missing .dll that isn’t missing.
While not finished because of the bug […]
Plans of Futura’s Soundmanager.
The sound manager for the game has been quite an annoyance since the development library has a bug concerning playing audio.
The development library we use for the game is SFML (Simple and Fast Multimedia Library) while simple it’s got its own sets of problems for game development.
The problem that I’m annoyed by is a bug that when the game gets turned off crashes the game because off a missing .dll that isn’t missing.
While not finished because of the bug […]