Browsing 'Programming': Posts from Game Design and Programming

Good day

I have a lot of work ahead of me but today was a good day. Most importantly i now have a theme park group. I put up a LFG on the facebook group and within five minutes i had someone asking me to join their group. It’s a pretty new group so they didn’t seem to have a clear idea other than something with the brainwave scanner. I figured it might be interesting and since i had nowhere else to […]

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Program: Programming

Good day

I have a lot of work ahead of me but today was a good day. Most importantly i now have a theme park group. I put up a LFG on the facebook group and within five minutes i had someone asking me to join their group. It’s a pretty new group so they didn’t seem to have a clear idea other than something with the brainwave scanner. I figured it might be interesting and since i had nowhere else to […]

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Program: Programming

Artifact Post 5 – Stars and… well, that’s all there is…


This week has been mostly about getting stuff done for the Beta. That means lots of artifacts done and lots of artifacts to do, so let’s get going with one of those.

This time around, the focus is on the collectibles in the game – stars (because it is always stars) and how they are handled. The stars will pretty much always appear whenever an […]

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Program: Programming

Artifact Post 5 – Stars and… well, that’s all there is…


This week has been mostly about getting stuff done for the Beta. That means lots of artifacts done and lots of artifacts to do, so let’s get going with one of those.

This time around, the focus is on the collectibles in the game – stars (because it is always stars) and how they are handled. The stars will pretty much always appear whenever an […]

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Program: Programming

Polish, polszczyzna

With the last two weeks of the project started i have begun polishing the final things of the project as i wasn’t working on anything very specific. Bolt is working on the AI for the guards and then are going to work on lighting so he’ll be busy for most of the time from now on. Leonard is adding more sounds this week but will start helping me with polish stuff in the final week.
Today we did a lot of […]

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Program: Programming

Polish, polszczyzna

With the last two weeks of the project started i have begun polishing the final things of the project as i wasn’t working on anything very specific. Bolt is working on the AI for the guards and then are going to work on lighting so he’ll be busy for most of the time from now on. Leonard is adding more sounds this week but will start helping me with polish stuff in the final week.
Today we did a lot of […]

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Program: Programming

Codename: Haunted Light – Redirection

In the last post I wrote that I was going to go through how our level generation worked, but due to missed deadlines we’ve been forced to push the implementation of that feature to later when we have a working path-finding since we prioritize having a challenging game rather than a fancy level-generation. Because of that unfortunate turn of events I’ll now write about how our A-star implementation currently works instead.
Before I even […]

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Program: Programming

Codename: Haunted Light – Redirection

In the last post I wrote that I was going to go through how our level generation worked, but due to missed deadlines we’ve been forced to push the implementation of that feature to later when we have a working path-finding since we prioritize having a challenging game rather than a fancy level-generation. Because of that unfortunate turn of events I’ll now write about how our A-star implementation currently works instead.
Before I even […]

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Program: Programming

(Part 2) Swedish Game Awards Conference 2014 Report – Talks

Another thing that also happens during SGA Conferences is talks from various people in the game industry. Below is a short summary of the talks that I could attend.
Romi Gråhed from DICE had a talk about development of games in general, what pitfalls a developer might run into and some general tips and tricks for better development of games.
Linnea Harrison from DICE has a talk about something that DICE calles Levolution. In short, it’s how you can change a level in […]

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Program: Programming

(Part 2) Swedish Game Awards Conference 2014 Report – Talks

Another thing that also happens during SGA Conferences is talks from various people in the game industry. Below is a short summary of the talks that I could attend.
Romi Gråhed from DICE had a talk about development of games in general, what pitfalls a developer might run into and some general tips and tricks for better development of games.
Linnea Harrison from DICE has a talk about something that DICE calles Levolution. In short, it’s how you can change a level in […]

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Program: Programming

Binary files in c++

Insomnia strikes again, so I might as well spend the time trying to sleep to post something. This time I’m going to touch into a subject that I believe is the reason why I got the revelation about how memory management works. As the subject says, it’s about reading binary files.
The first thing you do is to include the #include
Next step is fairly simple:
std::ifstream filenamestream(“Filename with path and everything”, std::ios_base::binary);
Normally the filenamestream variable is called a stream. Often I […]

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Program: Programming

Binary files in c++

Insomnia strikes again, so I might as well spend the time trying to sleep to post something. This time I’m going to touch into a subject that I believe is the reason why I got the revelation about how memory management works. As the subject says, it’s about reading binary files.
The first thing you do is to include the #include
Next step is fairly simple:
std::ifstream filenamestream(“Filename with path and everything”, std::ios_base::binary);
Normally the filenamestream variable is called a stream. Often I […]

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Program: Programming

Binary files in c++

Insomnia strikes again, so I might as well spend the time trying to sleep to post something. This time I’m going to touch into a subject that I believe is the reason why I got the revelation about how memory management works. As the subject says, it’s about reading binary files.
The first thing you do is to include the #include
Next step is fairly simple:
std::ifstream filenamestream(“Filename with path and everything”, std::ios_base::binary);
Normally the filenamestream variable is called a stream. Often I […]

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Program: Programming

Binary files in c++

Insomnia strikes again, so I might as well spend the time trying to sleep to post something. This time I’m going to touch into a subject that I believe is the reason why I got the revelation about how memory management works. As the subject says, it’s about reading binary files.
The first thing you do is to include the #include
Next step is fairly simple:
std::ifstream filenamestream(“Filename with path and everything”, std::ios_base::binary);
Normally the filenamestream variable is called a stream. Often I […]

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Program: Programming

Haunted Light – Buttons and Menus!

Hello readers! This week I’ve been working on getting buttons into the menus and assign what they are going to do. After creating the button class it felt natural for me to take the task of putting them into the game and it’s menus, since I was the one that, probably and hopefully, knew the most about how they were made and how they work. If you don’t know how the buttons work, I’ll cover it shortly but I recommend […]

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Program: Programming

Haunted Light – Buttons and Menus!

Hello readers! This week I’ve been working on getting buttons into the menus and assign what they are going to do. After creating the button class it felt natural for me to take the task of putting them into the game and it’s menus, since I was the one that, probably and hopefully, knew the most about how they were made and how they work. If you don’t know how the buttons work, I’ll cover it shortly but I recommend […]

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Program: Programming

Code files and assistance

In the previous blog post I promised that I would update on what I did last week with the coding part, so I will get into that a bit further now. Note that I will write and do write about the last week’s work, and not the current one. Anyway as I’ve said I tried to code some sort of highscore list, but before doing that you’ll need to implement a way to write from file and read to file. […]

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Program: Programming

Code files and assistance

In the previous blog post I promised that I would update on what I did last week with the coding part, so I will get into that a bit further now. Note that I will write and do write about the last week’s work, and not the current one. Anyway as I’ve said I tried to code some sort of highscore list, but before doing that you’ll need to implement a way to write from file and read to file. […]

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Program: Programming

Downtime

This Monday we had a play testing where we got very much and good feedback. But one thing we have been discussing in the group is the downtime in our game – the time where there isn’t much to do in the game. For example when you have killed a boss and have to run all the way back to the beginning and you probably have killed all the enemies on your way to the boss already. Or if you […]

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Program: Programming

Downtime

This Monday we had a play testing where we got very much and good feedback. But one thing we have been discussing in the group is the downtime in our game – the time where there isn’t much to do in the game. For example when you have killed a boss and have to run all the way back to the beginning and you probably have killed all the enemies on your way to the boss already. Or if you […]

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Program: Programming

Haunted Light – Redirection

In the previous post I wrote that I was going to go through how our level generation worked, but due to missed deadlines we’ve been forced to push the implementation of that feature to later when we have a working path-finding since we prioritize having a challenging game rather than a fancy level-generation. Because of that unfortunate turn of events I’ll now write about how our A-star implementation currently works instead.
Before I even […]

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Program: Programming

Haunted Light – Redirection

In the previous post I wrote that I was going to go through how our level generation worked, but due to missed deadlines we’ve been forced to push the implementation of that feature to later when we have a working path-finding since we prioritize having a challenging game rather than a fancy level-generation. Because of that unfortunate turn of events I’ll now write about how our A-star implementation currently works instead.
Before I even […]

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Program: Programming

Popups or notifications and finally some text that tells you how much things cost.

Once again I haven’t worked enough on one artifact to really write about it enough to fill a blog of 400 words. So once again I’ll just write a bit of what I’ve done this week.
I haven’t really done anything very complicated this week either, but I can start with the one that I worked the most on, a popup box, or a notification-box if you will. That is a small box that pops up in a corner of the […]

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Program: Programming

Popups or notifications and finally some text that tells you how much things cost.

Once again I haven’t worked enough on one artifact to really write about it enough to fill a blog of 400 words. So once again I’ll just write a bit of what I’ve done this week.
I haven’t really done anything very complicated this week either, but I can start with the one that I worked the most on, a popup box, or a notification-box if you will. That is a small box that pops up in a corner of the […]

/ Comments Off on Popups or notifications and finally some text that tells you how much things cost.
Program: Programming