Browsing 'Programming': Posts from Game Design and Programming
Week 9 – With Intent
Almost at the release, and that persistent sickness that haunted me last week is now gone, which means my productivity increased as well.
This week I’ve mostly been working with the SoundManager (or more accurately: the SoundEntity and MusicEntity), the version we had was working up ti’ll Beta, but in the final, we need a listener for the sound, otherwise the sound of the guards steps would be heard from anywhere on the map, that would just be…. strange.
Now to the […]
Week 9 – With Intent
Almost at the release, and that persistent sickness that haunted me last week is now gone, which means my productivity increased as well.
This week I’ve mostly been working with the SoundManager (or more accurately: the SoundEntity and MusicEntity), the version we had was working up ti’ll Beta, but in the final, we need a listener for the sound, otherwise the sound of the guards steps would be heard from anywhere on the map, that would just be…. strange.
Now to the […]
Artifact 6 – AI and stubborn Glowing effects
This week I have done The final AI-state “AttractedState” and I have started wrestling with the mixture of three super intelligent coding chefs in this soup of code. It’s lovely but it’s like fitting a cube inside the point of a needle.
Let’s start out with the attracted state.
This is a hunting state as explained in the previous post HERE but instead of a unit vector pointing from the enemy to the player fish, there is a vector […]
Artifact 6 – AI and stubborn Glowing effects
This week I have done The final AI-state “AttractedState” and I have started wrestling with the mixture of three super intelligent coding chefs in this soup of code. It’s lovely but it’s like fitting a cube inside the point of a needle.
Let’s start out with the attracted state.
This is a hunting state as explained in the previous post HERE but instead of a unit vector pointing from the enemy to the player fish, there is a vector […]
Last HUD Improvement.
This week for me is writing the stats HUD in customize. This is where you read all Arianas stats and current score when you are in customize menu.
It was simple here cause I was only working with one class: CustomizeState.h/cpp. I created the formula which had to keep checking which current weapon you have to write the name so a integer Current_Truck; and just pepper it in our if’s that check whenever you press upgrade. A pretty simple task really. […]
Last HUD Improvement.
This week for me is writing the stats HUD in customize. This is where you read all Arianas stats and current score when you are in customize menu.
It was simple here cause I was only working with one class: CustomizeState.h/cpp. I created the formula which had to keep checking which current weapon you have to write the name so a integer Current_Truck; and just pepper it in our if’s that check whenever you press upgrade. A pretty simple task really. […]
Polish, polish, and more polish
I’m running out of things to write about! Since we’re getting closer and closer to final, there are no “huge new features” that can be written about, and most of the work I currently do is polish behind the scenes, which doesn’t really make for good writing material. However, there are some things that make for good screenshot material, so I guess I’ll combine some artifacts into one post.
Firstly, as a followup to last week’s post, we have implemented some […]
Polish, polish, and more polish
I’m running out of things to write about! Since we’re getting closer and closer to final, there are no “huge new features” that can be written about, and most of the work I currently do is polish behind the scenes, which doesn’t really make for good writing material. However, there are some things that make for good screenshot material, so I guess I’ll combine some artifacts into one post.
Firstly, as a followup to last week’s post, we have implemented some […]
Last HUD Improvement.
This week for me is writing the stats HUD in customize. This is where you read all Arianas stats and current score when you are in customize menu.
It was simple here cause I was only working with one class: CustomizeState.h/cpp. I created the formula which had to keep checking which current weapon you have to write the name so a integer Current_Truck; and just pepper it in our if’s that check whenever you press upgrade. A pretty simple task really. […]
Last HUD Improvement.
This week for me is writing the stats HUD in customize. This is where you read all Arianas stats and current score when you are in customize menu.
It was simple here cause I was only working with one class: CustomizeState.h/cpp. I created the formula which had to keep checking which current weapon you have to write the name so a integer Current_Truck; and just pepper it in our if’s that check whenever you press upgrade. A pretty simple task really. […]
Sixth Artifact: Level-changing
I have been working hard on bug fixing everything this week. A lot of progress has been made. For example, the guards no longer plays lighthouse when the player is nearby, was a minus instead of a plus when calculating the distance that was the reason for that. Anyway, let’s get to this week’s artifact.
So, we are going to have four levels in our game, and we do not want to load all four at the same time. I have […]
Sixth Artifact: Level-changing
I have been working hard on bug fixing everything this week. A lot of progress has been made. For example, the guards no longer plays lighthouse when the player is nearby, was a minus instead of a plus when calculating the distance that was the reason for that. Anyway, let’s get to this week’s artifact.
So, we are going to have four levels in our game, and we do not want to load all four at the same time. I have […]
Artifact 6 – AI and stubborn Glowing effects
This week I have done The final AI-state “AttractedState” and I have started wrestling with the mixture of three super intelligent coding chefs in this soup of code. It’s lovely but it’s like fitting a cube inside the point of a needle.
Let’s start out with the attracted state.
This is a hunting state as explained in the previous post HERE but instead of a unit vector pointing from the enemy to the player fish, there is a vector […]
Artifact 6 – AI and stubborn Glowing effects
This week I have done The final AI-state “AttractedState” and I have started wrestling with the mixture of three super intelligent coding chefs in this soup of code. It’s lovely but it’s like fitting a cube inside the point of a needle.
Let’s start out with the attracted state.
This is a hunting state as explained in the previous post HERE but instead of a unit vector pointing from the enemy to the player fish, there is a vector […]
General Tweaking
Hello. I haven’t done that much this week, wich is quite strange considering that there is only one week remaining of the project. I would have done more but the truth is, I’m not entirely sure what there is left to do (that we still have time to implement and test properly). So, what I’ve actually done this week is: found some memory leaks and fixed them. We store all of our game objects in 2-3 vectors in our gamestate […]
General Tweaking
Hello. I haven’t done that much this week, wich is quite strange considering that there is only one week remaining of the project. I would have done more but the truth is, I’m not entirely sure what there is left to do (that we still have time to implement and test properly). So, what I’ve actually done this week is: found some memory leaks and fixed them. We store all of our game objects in 2-3 vectors in our gamestate […]
Haunted Light 2014-03-20 Pickups and Crack(s)
This week the whole group has been focusing on what is mos important for the game. Per focuses on the AI, Calle on the Options and Credits and I have been working on the pick-ups in the game; The pickaxe and the matches.
I started with writing a PickaxeObject class and I did it mostly like the walls are created in the game. Both walls and pickaxe inherits their core code from game object. Which gives them basic knowledge such as […]
Haunted Light 2014-03-20 Pickups and Crack(s)
This week the whole group has been focusing on what is mos important for the game. Per focuses on the AI, Calle on the Options and Credits and I have been working on the pick-ups in the game; The pickaxe and the matches.
I started with writing a PickaxeObject class and I did it mostly like the walls are created in the game. Both walls and pickaxe inherits their core code from game object. Which gives them basic knowledge such as […]
Project Aurora, post 10, (Blog Assignment 6) Lighting up the dark waters
One of the things I have done this week is adding plants that the player can light up using his fishingrod with the light bulb, like so:
First I thought about adding a special class for these types of plants called interactive objects but since they will differ so little from normal game objects I decided to keep them in the basic game object class for now, the biggest reason being […]
Project Aurora, post 10, (Blog Assignment 6) Lighting up the dark waters
One of the things I have done this week is adding plants that the player can light up using his fishingrod with the light bulb, like so:
First I thought about adding a special class for these types of plants called interactive objects but since they will differ so little from normal game objects I decided to keep them in the basic game object class for now, the biggest reason being […]
Sixth Artifact: Level-changing
I have been working hard on bug fixing everything this week. A lot of progress has been made. For example, the guards no longer plays lighthouse when the player is nearby, was a minus instead of a plus when calculating the distance that was the reason for that. Anyway, let’s get to this week’s artifact.
So, we are going to have four levels in our game, and we do not want to load all four at the same time. I have […]
Sixth Artifact: Level-changing
I have been working hard on bug fixing everything this week. A lot of progress has been made. For example, the guards no longer plays lighthouse when the player is nearby, was a minus instead of a plus when calculating the distance that was the reason for that. Anyway, let’s get to this week’s artifact.
So, we are going to have four levels in our game, and we do not want to load all four at the same time. I have […]
Barely any coding this week :/
Well guess what, I won’t write about a single artifact this time either because since the engine was finished nothing have taken enough time simply being complex enough to write 400 words about it really…
No one in our group is motivated enough to work on this game anymore so we decided that our goal is to finish our game this week and leave the two remaining weeks for the reports. So this resulted in a bunch of smaller things that […]
Barely any coding this week :/
Well guess what, I won’t write about a single artifact this time either because since the engine was finished nothing have taken enough time simply being complex enough to write 400 words about it really…
No one in our group is motivated enough to work on this game anymore so we decided that our goal is to finish our game this week and leave the two remaining weeks for the reports. So this resulted in a bunch of smaller things that […]