Browsing 'Programming': Posts from Game Design and Programming

Level Editor

Now when all of the features of our game is finally implemented we’ve been working hard on our levels. Our game is played on four floors where the first, top floor is the tutorial. After the tutorial the player is going down until he is on the first floor where the game end and he wins. The levels are loaded in from text files and those have become extremely hard to create since we have so much that needs to […]

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Program: Programming

Level Editor

Now when all of the features of our game is finally implemented we’ve been working hard on our levels. Our game is played on four floors where the first, top floor is the tutorial. After the tutorial the player is going down until he is on the first floor where the game end and he wins. The levels are loaded in from text files and those have become extremely hard to create since we have so much that needs to […]

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Program: Programming

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 […]

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Program: Programming

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 […]

/ Comments Off on Barely any coding this week :/
Program: Programming

Game Development and Coding 20 March 2014 – Tutorial Waves

Tutorial Waves
It’s usually a good idea to introduce the different elements of your game gradually over time rather than throwing everything at the player from the very start. That way the player will get acquainted with the controls as well as the different enemy types and their different behaviors.
Our tutorial consists of five waves. The first four introducing the different enemy types and the last introducing a combination of these before the game proper starts. Each wave has a three […]

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Program: Programming

Game Development and Coding 20 March 2014 – Tutorial Waves

Tutorial Waves
It’s usually a good idea to introduce the different elements of your game gradually over time rather than throwing everything at the player from the very start. That way the player will get acquainted with the controls as well as the different enemy types and their different behaviors.
Our tutorial consists of five waves. The first four introducing the different enemy types and the last introducing a combination of these before the game proper starts. Each wave has a three […]

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Program: Programming

On the last leg. Soon it’s over

So this week I have been unusually lethargic. I could have done so much more yet spent so much time doing nothing useful. Quite the bother, although there is not that much left to do either so it goes either way I suppose.
This week I have been working on, amongst other things, fixing the alignment of the cursor for the main menu. This was done so that people can properly see what they have selected.

It is simple, […]

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Program: Programming

On the last leg. Soon it’s over

So this week I have been unusually lethargic. I could have done so much more yet spent so much time doing nothing useful. Quite the bother, although there is not that much left to do either so it goes either way I suppose.
This week I have been working on, amongst other things, fixing the alignment of the cursor for the main menu. This was done so that people can properly see what they have selected.

It is simple, […]

/ Comments Off on On the last leg. Soon it’s over
Program: Programming

On the last leg. Soon it’s over

So this week I have been unusually lethargic. I could have done so much more yet spent so much time doing nothing useful. Quite the bother, although there is not that much left to do either so it goes either way I suppose.
This week I have been working on, amongst other things, fixing the alignment of the cursor for the main menu. This was done so that people can properly see what they have selected.

It is simple, […]

/ Comments Off on On the last leg. Soon it’s over
Program: Programming

On the last leg. Soon it’s over

So this week I have been unusually lethargic. I could have done so much more yet spent so much time doing nothing useful. Quite the bother, although there is not that much left to do either so it goes either way I suppose.
This week I have been working on, amongst other things, fixing the alignment of the cursor for the main menu. This was done so that people can properly see what they have selected.

It is simple, […]

/ Comments Off on On the last leg. Soon it’s over
Program: Programming

Simple AI

Hello dear readers,
What is a PvE¹ game if there is no AI²? Even if the AI is fairly simple it will still be better than no AI at all, if nothing else there will be a few laughs about the behaviour of the NPC³.
So in our game we have three distinct enemies:

The Water enemy which is aiming directly at you, or slightly forward from your direction
The Fire enemy, which is aiming slightly above you and slightly below you.
The Wood enemy, which […]

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Program: Programming

Simple AI

Hello dear readers,
What is a PvE¹ game if there is no AI²? Even if the AI is fairly simple it will still be better than no AI at all, if nothing else there will be a few laughs about the behaviour of the NPC³.
So in our game we have three distinct enemies:

The Water enemy which is aiming directly at you, or slightly forward from your direction
The Fire enemy, which is aiming slightly above you and slightly below you.
The Wood enemy, which […]

/ Comments Off on Simple AI
Program: Programming

Artifact post: Win and Lose states.

This week’s artifact is the implementation of a Win state and a Lose State.
Previously the only states we’ve had were the Menu State and the Game State. The menu state was the main menu and inherited from a State class and was handled by out StateManager which keeps the current state updating and drawing. The main menu have three buttons, each with a set function to be activated when the button is clicked. The one relevant to this is the […]

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Program: Programming

Artifact post: Win and Lose states.

This week’s artifact is the implementation of a Win state and a Lose State.
Previously the only states we’ve had were the Menu State and the Game State. The menu state was the main menu and inherited from a State class and was handled by out StateManager which keeps the current state updating and drawing. The main menu have three buttons, each with a set function to be activated when the button is clicked. The one relevant to this is the […]

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Program: Programming

Artifact : Energy

This time I’ve been working on the Energy artifact, or rather linking it together with previous artifacts such as the Slider bar and the GUI.  This is also not visible until you get to the second stage of the game where you grow up and acquire your fishing rod. Its only drawn with color in the second state where you actually have an energy bar. And as the describing color of the bar is white it will reveal itself as […]

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Program: Programming

Artifact : Energy

This time I’ve been working on the Energy artifact, or rather linking it together with previous artifacts such as the Slider bar and the GUI.  This is also not visible until you get to the second stage of the game where you grow up and acquire your fishing rod. Its only drawn with color in the second state where you actually have an energy bar. And as the describing color of the bar is white it will reveal itself as […]

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Program: Programming

Simple AI

Hello dear readers,
What is a PvE¹ game if there is no AI²? Even if the AI is fairly simple it will still be better than no AI at all, if nothing else there will be a few laughs about the behaviour of the NPC³.
So in our game we have three distinct enemies:

The Water enemy which is aiming directly at you, or slightly forward from your direction
The Fire enemy, which is aiming slightly above you and slightly below you.
The Wood enemy, which […]

/ Comments Off on Simple AI
Program: Programming

Simple AI

Hello dear readers,
What is a PvE¹ game if there is no AI²? Even if the AI is fairly simple it will still be better than no AI at all, if nothing else there will be a few laughs about the behaviour of the NPC³.
So in our game we have three distinct enemies:

The Water enemy which is aiming directly at you, or slightly forward from your direction
The Fire enemy, which is aiming slightly above you and slightly below you.
The Wood enemy, which […]

/ Comments Off on Simple AI
Program: Programming

6th blog post of 10 Week Project – Sounds for the Game

We did not yet have any sound in the game for the beta, and so this was one of our top priorities for the final. The required sounds for the game were all listed in our scrum document’s product backlog.
At first, we were to have different attack sounds and hit sounds for each enemy and the player, but instead we decided to have different attack and hit sounds for each elemental type. For example, the water enemy and the player […]

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Program: Programming

6th blog post of 10 Week Project – Sounds for the Game

We did not yet have any sound in the game for the beta, and so this was one of our top priorities for the final. The required sounds for the game were all listed in our scrum document’s product backlog.
At first, we were to have different attack sounds and hit sounds for each enemy and the player, but instead we decided to have different attack and hit sounds for each elemental type. For example, the water enemy and the player […]

/ Comments Off on 6th blog post of 10 Week Project – Sounds for the Game
Program: Programming

6th blog post of 10 Week Project – Sounds for the Game

We did not yet have any sound in the game for the beta, and so this was one of our top priorities for the final. The required sounds for the game were all listed in our scrum document’s product backlog.
At first, we were to have different attack sounds and hit sounds for each enemy and the player, but instead we decided to have different attack and hit sounds for each elemental type. For example, the water enemy and the player […]

/ Comments Off on 6th blog post of 10 Week Project – Sounds for the Game
Program: Programming

6th blog post of 10 Week Project – Sounds for the Game

We did not yet have any sound in the game for the beta, and so this was one of our top priorities for the final. The required sounds for the game were all listed in our scrum document’s product backlog.
At first, we were to have different attack sounds and hit sounds for each enemy and the player, but instead we decided to have different attack and hit sounds for each elemental type. For example, the water enemy and the player […]

/ Comments Off on 6th blog post of 10 Week Project – Sounds for the Game
Program: Programming

Artifact post: Win and Lose states.

This week’s artifact is the implementation of a Win state and a Lose State.
Previously the only states we’ve had were the Menu State and the Game State. The menu state was the main menu and inherited from a State class and was handled by out StateManager which keeps the current state updating and drawing. The main menu have three buttons, each with a set function to be activated when the button is clicked. The one relevant to this is the […]

/ Comments Off on Artifact post: Win and Lose states.
Program: Programming

Artifact post: Win and Lose states.

This week’s artifact is the implementation of a Win state and a Lose State.
Previously the only states we’ve had were the Menu State and the Game State. The menu state was the main menu and inherited from a State class and was handled by out StateManager which keeps the current state updating and drawing. The main menu have three buttons, each with a set function to be activated when the button is clicked. The one relevant to this is the […]

/ Comments Off on Artifact post: Win and Lose states.
Program: Programming