Browsing 'Programming': Posts from Game Design and Programming

Hello World!

Alex Henningsson is my name and I am born, raised and currently living in Sweden. A few days ago I moved to Visby, Gotland to study Game design & Programming at Uppsala Universitet, Campus Gotland.
I am going to do my best shot, which often is really accurate, to update this blog as often as I can, both about how my studies are going aswell as my future games.
If you want to read more about who I am, click here […]

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Program: Programming

Hello World!

Alex Henningsson is my name and I am born, raised and currently living in Sweden. A few days ago I moved to Visby, Gotland to study Game design & Programming at Uppsala Universitet, Campus Gotland.
I am going to do my best shot, which often is really accurate, to update this blog as often as I can, both about how my studies are going aswell as my future games.
If you want to read more about who I am, click here […]

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Program: Programming

Welcome to my blog!

Hello everyone!
My name is Ara Mohammad and I’m a twenty year old freshman at Uppsala Universitet Campus Gotland where I study Game Design & Programming.
In this blog I will post about my struggles through my studies and my progress to greatness.
This blog will be updated (hopefully) every week.
Stay tuned for the next post!
Ara

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Program: Programming

Welcome to my blog!

Hello everyone!
My name is Ara Mohammad and I’m a twenty year old freshman at Uppsala Universitet Campus Gotland where I study Game Design & Programming.
In this blog I will post about my struggles through my studies and my progress to greatness.
This blog will be updated (hopefully) every week.
Stay tuned for the next post!
Ara

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Program: Programming

Speedrunning design: non-critical bugs are features!

These days game developers spend quite the amount of time polish their products to perfection. Readily available engines, for example  Unity3D or Unreal Engine, leaves implementation of gameplay critical features such as collision to a dedicated team of experts, leaving us developers with a near perfect platform to build a game on. With minor tweaking glitches such as clipping through walls are practically extinct. Is this good or bad? A little bit of both.

For the speedrunning […]

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Program: Programming

Speedrunning design: non-critical bugs are features!

These days game developers spend quite the amount of time polish their products to perfection. Readily available engines, for example  Unity3D or Unreal Engine, leaves implementation of gameplay critical features such as collision to a dedicated team of experts, leaving us developers with a near perfect platform to build a game on. With minor tweaking glitches such as clipping through walls are practically extinct. Is this good or bad? A little bit of both.

For the speedrunning […]

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Program: Programming

Speedrunning design: non-critical bugs are features!

These days game developers spend quite the amount of time polish their products to perfection. Readily available engines, for example  Unity3D or Unreal Engine, leaves implementation of gameplay critical features such as collision to a dedicated team of experts, leaving us developers with a near perfect platform to build a game on. With minor tweaking glitches such as clipping through walls are practically extinct. Is this good or bad? A little bit of both.

For the speedrunning community this is a disaster. […]

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Program: Programming

Speedrunning design: non-critical bugs are features!

These days game developers spend quite the amount of time polish their products to perfection. Readily available engines, for example  Unity3D or Unreal Engine, leaves implementation of gameplay critical features such as collision to a dedicated team of experts, leaving us developers with a near perfect platform to build a game on. With minor tweaking glitches such as clipping through walls are practically extinct. Is this good or bad? A little bit of both.

For the speedrunning community this is a disaster. […]

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Program: Programming

Summer Programming 2014 – Dev. Post 31 and Final Thoughts

I’m done! Might be alittle bit sudden, but Iäm actually done. I made a few final bugfixes on the game and made sure that it was correctly synched before I sent it and I wrote a report explaining what I’ve done, how I’ve done it and why I did it, it should be sufficent for this assignment. I was a little unsure about the time the project should be sent, it was either friday night or sunday night but I […]

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Program: Programming

Summer Programming 2014 – Dev. Post 31 and Final Thoughts

I’m done! Might be alittle bit sudden, but Iäm actually done. I made a few final bugfixes on the game and made sure that it was correctly synched before I sent it and I wrote a report explaining what I’ve done, how I’ve done it and why I did it, it should be sufficent for this assignment. I was a little unsure about the time the project should be sent, it was either friday night or sunday night but I […]

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Program: Programming

Summer Programming 2014 – Dev. Post 30

Today (and yesterday) I fixed some of the last problems with the menu. THat’s pretty much it. There really isn’t much left ot do at the moment, so maybe I’d better start figuring out just how I am supposed to hand this project in. I know I have a file somewhere about the info, but in worst-case scenario I’ll just have to ask for a new one. Also, an idea I had was to add controller support but as the […]

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Program: Programming

Summer Programming 2014 – Dev. Post 30

Today (and yesterday) I fixed some of the last problems with the menu. THat’s pretty much it. There really isn’t much left ot do at the moment, so maybe I’d better start figuring out just how I am supposed to hand this project in. I know I have a file somewhere about the info, but in worst-case scenario I’ll just have to ask for a new one. Also, an idea I had was to add controller support but as the […]

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Program: Programming

Summer Programming 2014 – Dev. Post 29

I didn’t actually want to work today (shut up, it’s still today by my standards…) but I did it anyway, which is good because I’ve finished the options menu as I planned. Now I’ve got the Life, volume and even key bindings all under control. This means that I can focus the rest of the week into taking it easy, fix up the options (because even if they work they’re a little bit clumsily put toghether) and fix the problem […]

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Program: Programming

Summer Programming 2014 – Dev. Post 29

I didn’t actually want to work today (shut up, it’s still today by my standards…) but I did it anyway, which is good because I’ve finished the options menu as I planned. Now I’ve got the Life, volume and even key bindings all under control. This means that I can focus the rest of the week into taking it easy, fix up the options (because even if they work they’re a little bit clumsily put toghether) and fix the problem […]

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Program: Programming

Summer Programming 2014 – Dev. Post 28

Despite the fact that I’m seemingly working less I’m doing a fair amount of progress. The main parts of the optoins menu are pretty much done (I can change the volume and life count on the fly) and the only thing that remains is the keybinding menu. THis is a good thing too, since it’s only wednesday (well, it was wednesday… shut up…), which means that I have plenty of time to finish the options menu and do some bug […]

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Program: Programming

Summer Programming 2014 – Dev. Post 28

Despite the fact that I’m seemingly working less I’m doing a fair amount of progress. The main parts of the optoins menu are pretty much done (I can change the volume and life count on the fly) and the only thing that remains is the keybinding menu. THis is a good thing too, since it’s only wednesday (well, it was wednesday… shut up…), which means that I have plenty of time to finish the options menu and do some bug […]

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Program: Programming

Summer Programming 2014 – Dev. Post 27

Got some work done todya, mainly in the area of skethcing up the idea for how the options menu is going to work. The main idea is to have it like the main menu, except that the options menu has a few more different things going on for it rather than “choose one of these and press a button”. I should be getting done with the main stuff tomorrow night.
Alos, I didn’t post anything yesterday because there really werenät much […]

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Program: Programming

Summer Programming 2014 – Dev. Post 27

Got some work done todya, mainly in the area of skethcing up the idea for how the options menu is going to work. The main idea is to have it like the main menu, except that the options menu has a few more different things going on for it rather than “choose one of these and press a button”. I should be getting done with the main stuff tomorrow night.
Alos, I didn’t post anything yesterday because there really werenät much […]

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Program: Programming

Summer Programming 2014 – Dev. Post 26

I’ve been getting really bad at posting these lately.
Anyhow, there really isn’t much to report on. I’ve pretty much completed the level design, the new enemy sprites, the new enemy classes and the new sound effects. I have yet to do the new music however, but that will have to be today’s work. This week has been rather lax in the programming department but I feel that it’s been rather nice to be able to relax like that once in […]

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Program: Programming

Summer Programming 2014 – Dev. Post 26

I’ve been getting really bad at posting these lately.
Anyhow, there really isn’t much to report on. I’ve pretty much completed the level design, the new enemy sprites, the new enemy classes and the new sound effects. I have yet to do the new music however, but that will have to be today’s work. This week has been rather lax in the programming department but I feel that it’s been rather nice to be able to relax like that once in […]

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Program: Programming

Summer Programming 2014 – Dev. Post 25

Now that I’m back home with a reliable internet I actually find my efficency dropping with my access to the internet. Either way, I’ve got some work done today, mostly about the new enemy tyoes that are part of the level design. These enemies are more or less boss-like enemies that are supposed to be able take more damage and have more advanced pattern.
the first one is called the Eye and will follow the player around and fire bullets in […]

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Program: Programming

Summer Programming 2014 – Dev. Post 25

Now that I’m back home with a reliable internet I actually find my efficency dropping with my access to the internet. Either way, I’ve got some work done today, mostly about the new enemy tyoes that are part of the level design. These enemies are more or less boss-like enemies that are supposed to be able take more damage and have more advanced pattern.
the first one is called the Eye and will follow the player around and fire bullets in […]

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Program: Programming

Summer Programming 2014 – Dev. Post 24

…And I’m back on Gotland! And with being back I’ve got full access to the unternet once again which means that I am so much more likely to get distracted. That being said, the bulk of the work is done and I just have to get through the Level Design and the options menu. Iäve put a higher priority on the Level Design since it is more or less required for the game to be enjoyable in the end. I […]

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Program: Programming

Summer Programming 2014 – Dev. Post 24

…And I’m back on Gotland! And with being back I’ve got full access to the unternet once again which means that I am so much more likely to get distracted. That being said, the bulk of the work is done and I just have to get through the Level Design and the options menu. Iäve put a higher priority on the Level Design since it is more or less required for the game to be enjoyable in the end. I […]

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Program: Programming