Browsing 'Programming': Posts from Game Design and Programming
Highscore SDL
Just made something to keep track of highscores. It remembers only three values.
First it tells the player in the console which score he got.
Then I read from the text file which the previous scores are in, then I compare the current score with these. If it’s higher than any of them it is pushbacked into a vector together with them (if it’s the highest of all of them it is written in the console that you’ve got the highscore). The vector […]
Highscore SDL
Just made something to keep track of highscores. It remembers only three values.
First it tells the player in the console which score he got.
Then I read from the text file which the previous scores are in, then I compare the current score with these. If it’s higher than any of them it is pushbacked into a vector together with them (if it’s the highest of all of them it is written in the console that you’ve got the highscore). The vector […]
Highscore SDL
Just made something to keep track of highscores. It remembers only three values.
First it tells the player in the console which score he got.
Then I read from the text file which the previous scores are in, then I compare the current score with these. If it’s higher than any of them it is pushbacked into a vector together with them (if it’s the highest of all of them it is written in the console that you’ve got the highscore). The vector […]
Highscore SDL
Just made something to keep track of highscores. It remembers only three values.
First it tells the player in the console which score he got.
Then I read from the text file which the previous scores are in, then I compare the current score with these. If it’s higher than any of them it is pushbacked into a vector together with them (if it’s the highest of all of them it is written in the console that you’ve got the highscore). The vector […]
FSM – finitie state machine
A finite state machine. Something I’d never heard of. The task said that you should make three different AI-states for enemies, but it was not as simple as expected. We had three different states, but we had no state machine for it, so we couldn’t get points for that either.
We had to get points for that.
We made the state machine by making the enemy’s update-function into a small state manager that updated different states. The states were object that inherited […]
FSM – finitie state machine
A finite state machine. Something I’d never heard of. The task said that you should make three different AI-states for enemies, but it was not as simple as expected. We had three different states, but we had no state machine for it, so we couldn’t get points for that either.
We had to get points for that.
We made the state machine by making the enemy’s update-function into a small state manager that updated different states. The states were object that inherited […]
Getting rid of old stuff
I’m so happy that themepark has begun! And I really want to start working on our game! But I can’t, and I feel so bad about that.
There’s a task that I have not completed that I have to do first.
It’s for one of the previous courses in which we were supposed to make a game that included some stuff on a list, for example a collisionmanager and a statemanager. I thought we were almost completed with this project, but I […]
Getting rid of old stuff
I’m so happy that themepark has begun! And I really want to start working on our game! But I can’t, and I feel so bad about that.
There’s a task that I have not completed that I have to do first.
It’s for one of the previous courses in which we were supposed to make a game that included some stuff on a list, for example a collisionmanager and a statemanager. I thought we were almost completed with this project, but I […]
FSM – finitie state machine
A finite state machine. Something I’d never heard of. The task said that you should make three different AI-states for enemies, but it was not as simple as expected. We had three different states, but we had no state machine for it, so we couldn’t get points for that either.
We had to get points for that.
We made the state machine by making the enemy’s update-function into a small state manager that updated different states. The states were object that inherited […]
FSM – finitie state machine
A finite state machine. Something I’d never heard of. The task said that you should make three different AI-states for enemies, but it was not as simple as expected. We had three different states, but we had no state machine for it, so we couldn’t get points for that either.
We had to get points for that.
We made the state machine by making the enemy’s update-function into a small state manager that updated different states. The states were object that inherited […]
Getting rid of old stuff
I’m so happy that themepark has begun! And I really want to start working on our game! But I can’t, and I feel so bad about that.
There’s a task that I have not completed that I have to do first.
It’s for one of the previous courses in which we were supposed to make a game that included some stuff on a list, for example a collisionmanager and a statemanager. I thought we were almost completed with this project, but I […]
Getting rid of old stuff
I’m so happy that themepark has begun! And I really want to start working on our game! But I can’t, and I feel so bad about that.
There’s a task that I have not completed that I have to do first.
It’s for one of the previous courses in which we were supposed to make a game that included some stuff on a list, for example a collisionmanager and a statemanager. I thought we were almost completed with this project, but I […]
ERA – First week of production
This Monday Escape Reality Studios started producing the game Eternal Resonance: Area E.R.A; a new type of MOBA/RTS hybrid. For more info on the studio as well as the project, please check out our Facebook page: https://www.facebook.com/EscapeRealityStudio
My roll in this project is primarily as a Unity programmer and secondarily as an assisting designer; Daniel Svensson is our lead Designer.
As Unity is a game development tool I have not worked with before; this first week has been quite slow. I have worked hard getting accustomed […]
ERA – First week of production
This Monday Escape Reality Studios started producing the game Eternal Resonance: Area E.R.A; a new type of MOBA/RTS hybrid. For more info on the studio as well as the project, please check out our Facebook page: https://www.facebook.com/EscapeRealityStudio
My roll in this project is primarily as a Unity programmer and secondarily as an assisting designer; Daniel Svensson is our lead Designer.
As Unity is a game development tool I have not worked with before; this first week has been quite slow. I have worked hard getting accustomed […]
First week of Big Game project
As the title suggests I recently started a course called Big Game project. During this course I will, together with a group, create a vertical slice of a game, that we will continue to work with after this course. The game that I will work on is a MOBASA, Multiplayer Online Battle and Strategy Arena, that we are calling Eternal Resonance Arena, E.R.A. The game is team based where two teams face each other. Each team have a commander; that […]
First week of Big Game project
As the title suggests I recently started a course called Big Game project. During this course I will, together with a group, create a vertical slice of a game, that we will continue to work with after this course. The game that I will work on is a MOBASA, Multiplayer Online Battle and Strategy Arena, that we are calling Eternal Resonance Arena, E.R.A. The game is team based where two teams face each other. Each team have a commander; that […]
ERA – First week of production
This Monday Escape Reality Studios started producing the game Eternal Resonance: Area E.R.A; a new type of MOBA/RTS hybrid. For more info on the studio as well as the project, please check out our Facebook page: https://www.facebook.com/EscapeRealityStudio
My roll in this project is primarily as a Unity programmer and secondarily as an assisting designer; Daniel Svensson is our lead Designer.
As Unity is a game development tool I have not worked with before; this first week has been quite slow. I have worked hard getting accustomed […]
ERA – First week of production
This Monday Escape Reality Studios started producing the game Eternal Resonance: Area E.R.A; a new type of MOBA/RTS hybrid. For more info on the studio as well as the project, please check out our Facebook page: https://www.facebook.com/EscapeRealityStudio
My roll in this project is primarily as a Unity programmer and secondarily as an assisting designer; Daniel Svensson is our lead Designer.
As Unity is a game development tool I have not worked with before; this first week has been quite slow. I have worked hard getting accustomed […]
First week of Big Game project
As the title suggests I recently started a course called Big Game project. During this course I will, together with a group, create a vertical slice of a game, that we will continue to work with after this course. The game that I will work on is a MOBASA, Multiplayer Online Battle and Strategy Arena, that we are calling Eternal Resonance Arena, E.R.A. The game is team based where two teams face each other. Each team have a commander; that […]
First week of Big Game project
As the title suggests I recently started a course called Big Game project. During this course I will, together with a group, create a vertical slice of a game, that we will continue to work with after this course. The game that I will work on is a MOBASA, Multiplayer Online Battle and Strategy Arena, that we are calling Eternal Resonance Arena, E.R.A. The game is team based where two teams face each other. Each team have a commander; that […]
Big Game Project Week 1
So this week our group started with the production of our first person puzzle game in which you redirect light by rotating mirrors in order to reflect the light in certain directions. Earlier we had decided to use the Unreal Engine 4 to develop our game and prior to this week i had roughly 3-5 hours of experience of working with UE4.
This week i started by prototyping most of the features that would be in the game, i managed to […]
Big Game Project Week 1
So this week our group started with the production of our first person puzzle game in which you redirect light by rotating mirrors in order to reflect the light in certain directions. Earlier we had decided to use the Unreal Engine 4 to develop our game and prior to this week i had roughly 3-5 hours of experience of working with UE4.
This week i started by prototyping most of the features that would be in the game, i managed to […]
Big Game Project Week 1
So this week our group started with the production of our first person puzzle game in which you redirect light by rotating mirrors in order to reflect the light in certain directions. Earlier we had decided to use the Unreal Engine 4 to develop our game and prior to this week i had roughly 3-5 hours of experience of working with UE4.
This week i started by prototyping most of the features that would be in the game, i managed to […]
Big Game Project Week 1
So this week our group started with the production of our first person puzzle game in which you redirect light by rotating mirrors in order to reflect the light in certain directions. Earlier we had decided to use the Unreal Engine 4 to develop our game and prior to this week i had roughly 3-5 hours of experience of working with UE4.
This week i started by prototyping most of the features that would be in the game, i managed to […]