Browsing 'Programming': Posts from Game Design and Programming
Game Developement and Coding 13 March 2014 – Entity Manager
The Entity Manager
The entity manager is a class that makes sure all objects (or entities) in the game space are updated and displayed on the screen properly.
The entity manager can be divided into five parts:
-Add pointers to objects and store them in vectors.
-Update all the objects via their pointers.
-Draw all objects via their pointers.
-Make sure all objects are added to the collision check.
-Check the HP of all objects and delete those that have reached zero or lower.
It stores pointers to […]
Game Developement and Coding 13 March 2014 – Entity Manager
The Entity Manager
The entity manager is a class that makes sure all objects (or entities) in the game space are updated and displayed on the screen properly.
The entity manager can be divided into five parts:
-Add pointers to objects and store them in vectors.
-Update all the objects via their pointers.
-Draw all objects via their pointers.
-Make sure all objects are added to the collision check.
-Check the HP of all objects and delete those that have reached zero or lower.
It stores pointers to […]
Haunted Light 2014-03-13 Sounds and things that’s going to be cut
This week (Monday-Thursday) I’ve been implementing all the sounds I have created during the past week. It was a relatively simple to add the sounds. I added them into our system source file by using a sound manager and sfml’s own method “addSoundBuffer”. For the music you do not actually load them in because it would take too long so they are streamed in, by streaming the music we can set it to looping which led me to changing a […]
Haunted Light 2014-03-13 Sounds and things that’s going to be cut
This week (Monday-Thursday) I’ve been implementing all the sounds I have created during the past week. It was a relatively simple to add the sounds. I added them into our system source file by using a sound manager and sfml’s own method “addSoundBuffer”. For the music you do not actually load them in because it would take too long so they are streamed in, by streaming the music we can set it to looping which led me to changing a […]
Making a Game Part 5 – The Options Screen
This week I made the options-screen for our game, something that I thought would be pretty straight forward but actually turned out to be pretty difficult.
After creating the state using the framework from the other states I made the button in the Main Menu-state lead into the Options and then started working on some sliders for volume-control, the sliders image was skilfully made by yours truly and is really a pure work of art:
In reality though, it looks awful […]
Making a Game Part 5 – The Options Screen
This week I made the options-screen for our game, something that I thought would be pretty straight forward but actually turned out to be pretty difficult.
After creating the state using the framework from the other states I made the button in the Main Menu-state lead into the Options and then started working on some sliders for volume-control, the sliders image was skilfully made by yours truly and is really a pure work of art:
In reality though, it looks awful […]
Upcoming Changes – Results of the playtesting
As we’re closing in on the beta stage of production, a small playtesting session was held, to receive feedback from one another as well as get a feeling of what stage every group is at.
For this session, we had three computers running the game, and two computers where people could fill out feedback in a questionnaire, hosted on Google Docs. Despite this, it tended to clog up, either at the game computers, or at the feedback computers, which meant that […]
Upcoming Changes – Results of the playtesting
As we’re closing in on the beta stage of production, a small playtesting session was held, to receive feedback from one another as well as get a feeling of what stage every group is at.
For this session, we had three computers running the game, and two computers where people could fill out feedback in a questionnaire, hosted on Google Docs. Despite this, it tended to clog up, either at the game computers, or at the feedback computers, which meant that […]
Upcoming Changes – Results of the playtesting
As we’re closing in on the beta stage of production, a small playtesting session was held, to receive feedback from one another as well as get a feeling of what stage every group is at.
For this session, we had three computers running the game, and two computers where people could fill out feedback in a questionnaire, hosted on Google Docs. Despite this, it tended to clog up, either at the game computers, or at the feedback computers, which meant that […]
Upcoming Changes – Results of the playtesting
As we’re closing in on the beta stage of production, a small playtesting session was held, to receive feedback from one another as well as get a feeling of what stage every group is at.
For this session, we had three computers running the game, and two computers where people could fill out feedback in a questionnaire, hosted on Google Docs. Despite this, it tended to clog up, either at the game computers, or at the feedback computers, which meant that […]
Heads Up Display
Who does not like a good HUD¹?
You can show a lot with a HUD, and there is almost always a reason to implement it. Because you want to be able to give instant feedback to the player. Such as health increase or an increase of ammo.
However making an HUD is not always easy. It is easy to make it clumsy and irrelevant, with a lot of unnecessary information.
Though there is much to be said about HUD’s, the thing that […]
Heads Up Display
Who does not like a good HUD¹?
You can show a lot with a HUD, and there is almost always a reason to implement it. Because you want to be able to give instant feedback to the player. Such as health increase or an increase of ammo.
However making an HUD is not always easy. It is easy to make it clumsy and irrelevant, with a lot of unnecessary information.
Though there is much to be said about HUD’s, the thing that […]
Making a Game Part 5 – The Options Screen
This week I made the options-screen for our game, something that I thought would be pretty straight forward but actually turned out to be pretty difficult.
After creating the state using the framework from the other states I made the button in the Main Menu-state lead into the Options and then started working on some sliders for volume-control, the sliders image was skilfully made by yours truly and is really a pure work of art:
In reality though, it looks awful […]
Making a Game Part 5 – The Options Screen
This week I made the options-screen for our game, something that I thought would be pretty straight forward but actually turned out to be pretty difficult.
After creating the state using the framework from the other states I made the button in the Main Menu-state lead into the Options and then started working on some sliders for volume-control, the sliders image was skilfully made by yours truly and is really a pure work of art:
In reality though, it looks awful […]
Heads Up Display
Who does not like a good HUD¹?
You can show a lot with a HUD, and there is almost always a reason to implement it. Because you want to be able to give instant feedback to the player. Such as health increase or an increase of ammo.
However making an HUD is not always easy. It is easy to make it clumsy and irrelevant, with a lot of unnecessary information.
Though there is much to be said about HUD’s, the thing that […]
Heads Up Display
Who does not like a good HUD¹?
You can show a lot with a HUD, and there is almost always a reason to implement it. Because you want to be able to give instant feedback to the player. Such as health increase or an increase of ammo.
However making an HUD is not always easy. It is easy to make it clumsy and irrelevant, with a lot of unnecessary information.
Though there is much to be said about HUD’s, the thing that […]
Artificial inteligence
Today I will speak about AI. More specific about the AI we implemented in our stealth game.
This post will cover every detail of how we planned the AI. Unfortunately we have not implemented all of our ideas in code because it is quite advanced and there is not enough time to create it. But we have the most important ideas.
Our guards will use the AI to chase and kill the player. This is pretty important in this kinds of games […]
Artificial inteligence
Today I will speak about AI. More specific about the AI we implemented in our stealth game.
This post will cover every detail of how we planned the AI. Unfortunately we have not implemented all of our ideas in code because it is quite advanced and there is not enough time to create it. But we have the most important ideas.
Our guards will use the AI to chase and kill the player. This is pretty important in this kinds of games […]
Music, Game Balancing and Game Design
This Week
The week started of with a Play Testing session, which gave us invaluable information. Since our last Play testing session, we had a couple of points we wanted to show off to the testers, in order for us to get valuable feedback.
The following points were the most important points we wanted the player to concentrate on:
– Movement
– Colour Scheme
– Sound “Ripples”
– Music
The answers were mixed, but the most interesting feedback (that we actually knew was going to come, as […]
Music, Game Balancing and Game Design
This Week
The week started of with a Play Testing session, which gave us invaluable information. Since our last Play testing session, we had a couple of points we wanted to show off to the testers, in order for us to get valuable feedback.
The following points were the most important points we wanted the player to concentrate on:
– Movement
– Colour Scheme
– Sound “Ripples”
– Music
The answers were mixed, but the most interesting feedback (that we actually knew was going to come, as […]
Music, Game Balancing and Game Design
This Week
The week started of with a Play Testing session, which gave us invaluable information. Since last time Play testing session, we had a couple of points we wanted to show off to the testers, and match their reactions to.
The following points were our most important points we wanted the player to concentrate on:
– Movement
– Colour Scheme
– Sound “Ripples”
– Music
The answers were mixed, but the most interesting feedback (that we actually knew was going to come, as we’ve discussed it […]
Music, Game Balancing and Game Design
This Week
The week started of with a Play Testing session, which gave us invaluable information. Since last time Play testing session, we had a couple of points we wanted to show off to the testers, and match their reactions to.
The following points were our most important points we wanted the player to concentrate on:
– Movement
– Colour Scheme
– Sound “Ripples”
– Music
The answers were mixed, but the most interesting feedback (that we actually knew was going to come, as we’ve discussed it […]
Week 8 – With Intent
Hello and welcome back, The last week has been a real pain in the ass. I believe I mentioned last week that I got some work to do the then upcoming weekend, I did, and received my payment for it. This also means that I was pre-occupied this weekend and thus my productivity reached a minimum.
This monday I already started to feel the cold lingering closer to it’s eruption point, I had hoped that it wouldn’t break out, and if […]
Week 8 – With Intent
Hello and welcome back, The last week has been a real pain in the ass. I believe I mentioned last week that I got some work to do the then upcoming weekend, I did, and received my payment for it. This also means that I was pre-occupied this weekend and thus my productivity reached a minimum.
This monday I already started to feel the cold lingering closer to it’s eruption point, I had hoped that it wouldn’t break out, and if […]