Browsing 'Programming': Posts from Game Design and Programming
Making a Game Part 2 – AI
This week I chose one of the more difficult artifacts on the sprint planning: making the enemies chase and then kill the player.
My first thoughts about this was to just make the player “lose the game” if he collided with any of the patrolling guards.
Now, instead of doing a collision-check I made a function that returns the distance between the player and a guard (cycling through all the guards in their Update()-method):
Which basically just does a pythagorean calculation and […]
Making a Game Part 2 – AI
This week I chose one of the more difficult artifacts on the sprint planning: making the enemies chase and then kill the player.
My first thoughts about this was to just make the player “lose the game” if he collided with any of the patrolling guards.
Now, instead of doing a collision-check I made a function that returns the distance between the player and a guard (cycling through all the guards in their Update()-method):
Which basically just does a pythagorean calculation and […]
2014-02-20 Second Artifact
Hello world!
These last days I’ve been working on creating enemies with movement patterns into the game. So far they have sprites and movement patterns in relationship to the player each one with similar codes except from the specific numbers which will be adjusted later in the main project (the actual game project).
This is what my code looks like “in-game” with the enemies standing on different range depending on what kind they are.
What function would the enemies contribute with to […]
2014-02-20 Second Artifact
Hello world!
These last days I’ve been working on creating enemies with movement patterns into the game. So far they have sprites and movement patterns in relationship to the player each one with similar codes except from the specific numbers which will be adjusted later in the main project (the actual game project).
This is what my code looks like “in-game” with the enemies standing on different range depending on what kind they are.
What function would the enemies contribute with to […]
Drowning in code When working on WeaponManager
So as you can see above I have been working on the WeaponManager for this past week.
I have drew my thought the first day thinking I have nailed it it looked something like this:
thinking I NAILED it!
Then after a good nights sleep I realized I was SO wrong in how I thought and how I began to code, removing everything and starting from scratch was inevitable. SO I started working on paper again and the pattern you see above was […]
Drowning in code When working on WeaponManager
So as you can see above I have been working on the WeaponManager for this past week.
I have drew my thought the first day thinking I have nailed it it looked something like this:
thinking I NAILED it!
Then after a good nights sleep I realized I was SO wrong in how I thought and how I began to code, removing everything and starting from scratch was inevitable. SO I started working on paper again and the pattern you see above was […]
Animation
“Animation, switching between pictures in a spritesheet, should not be that hard.”
A simple statement, however when I started working on our AnimationManager I realised just how wrong it was. At least in my case, where I tried to create an “Animation” class and then a “AnimationManager” to hold all the different Animations.
My original thought was that in the AnimationManager, there would be a vector with all the different animations, and that all entities would then have their own little map […]
Animation
“Animation, switching between pictures in a spritesheet, should not be that hard.”
A simple statement, however when I started working on our AnimationManager I realised just how wrong it was. At least in my case, where I tried to create an “Animation” class and then a “AnimationManager” to hold all the different Animations.
My original thought was that in the AnimationManager, there would be a vector with all the different animations, and that all entities would then have their own little map […]
Second Artifact – Level Editor (kind of)
Another week, another Artifact. This time it will not be from the game itself, but a tool to make it easier to create the level.
So, I have been working on a Level Editor for our game, With Intent. The reason for having it is so that it will be easier and faster to build the level with all the walls, furniture’s, doors, guards and their waypoints, start- and end-positions. Without an editor we would probably have to input all […]
Second Artifact – Level Editor (kind of)
Another week, another Artifact. This time it will not be from the game itself, but a tool to make it easier to create the level.
So, I have been working on a Level Editor for our game, With Intent. The reason for having it is so that it will be easier and faster to build the level with all the walls, furniture’s, doors, guards and their waypoints, start- and end-positions. Without an editor we would probably have to input all […]
Making a Game Part 2 – AI
This week I chose one of the more difficult artifacts on the sprint planning: making the enemies chase and then kill the player.
My first thoughts about this was to just make the player “lose the game” if he collided with any of the patrolling guards. Now, instead of doing a collision-check I made a function that returns the distance between the player a guard (cycling through all the guards in their Update()-method):
Which basically just does a pythagorean calculation […]
Making a Game Part 2 – AI
This week I chose one of the more difficult artifacts on the sprint planning: making the enemies chase and then kill the player.
My first thoughts about this was to just make the player “lose the game” if he collided with any of the patrolling guards. Now, instead of doing a collision-check I made a function that returns the distance between the player a guard (cycling through all the guards in their Update()-method):
Which basically just does a pythagorean calculation […]
Hi! Let’s BLOG!
This week I have been kind of lazy (compared to earlier weeks). I have been fixing alot of bugs, wich I am proud of, but not going to talk about since bugs are boring and irritating and I can never see them as features. Especially not when they cause the game to crash. What kind of feature could that become? ”In this game you can’t kill an enemy with another bullet than the first one you shot that […]
Hi! Let’s BLOG!
This week I have been kind of lazy (compared to earlier weeks). I have been fixing alot of bugs, wich I am proud of, but not going to talk about since bugs are boring and irritating and I can never see them as features. Especially not when they cause the game to crash. What kind of feature could that become? ”In this game you can’t kill an enemy with another bullet than the first one you shot that […]
Game Development and Coding 20 Feb 2014 – Player Sprite Animation
Courtesy of Nils Wennergren
Animated Sprites with C++ and SFML.
It’s always helpful to see a representation of your avatar on the screen in the form of a sprite. But just having a sprite on the players location is not always enough. You’ll probably want it to be animated in some way. It seems a bit more alive then. This of course applies to a lot more objects in the game than just the player, though maybe not every single […]
Game Development and Coding 20 Feb 2014 – Player Sprite Animation
Courtesy of Nils Wennergren
Animated Sprites with C++ and SFML.
It’s always helpful to see a representation of your avatar on the screen in the form of a sprite. But just having a sprite on the players location is not always enough. You’ll probably want it to be animated in some way. It seems a bit more alive then. This of course applies to a lot more objects in the game than just the player, though maybe not every single […]
Week 5 – With Intent (group 4)
This week I’ve been working on the Furniture Manager and the Door class, I’m going to work on the Door Manager tomorrow.
The furniture have 3 light modes (2 are shown), mode 1 is see-through, mode 2 is semi-transparent (bottom one) and mode 3 is solid (left one).
I did encounter some trouble making this manager, since sf::Shape doesn’t move the vertices when you set rotation for the image, the Hull Manager took the position of the original vertices, which resulted […]
Week 5 – With Intent (group 4)
This week I’ve been working on the Furniture Manager and the Door class, I’m going to work on the Door Manager tomorrow.
The furniture have 3 light modes (2 are shown), mode 1 is see-through, mode 2 is semi-transparent (bottom one) and mode 3 is solid (left one).
I did encounter some trouble making this manager, since sf::Shape doesn’t move the vertices when you set rotation for the image, the Hull Manager took the position of the original vertices, which resulted […]
Overheat och enemies.
Den här veckan har jag suttit och pysslat med en hel del olika saker, bland annat med ett vapen heat system som håller koll på om vapnet kan skjutas eller om det behöver kylas ned. Det hela har en mängd små delar som var och en utgör en viktig del för att överhettningen ska fungera som den borde. Dels har vi variablerna som vårat player object håller koll på så som maximala mängden värme som vapnet kan klara av, mängden […]
Overheat och enemies.
Den här veckan har jag suttit och pysslat med en hel del olika saker, bland annat med ett vapen heat system som håller koll på om vapnet kan skjutas eller om det behöver kylas ned. Det hela har en mängd små delar som var och en utgör en viktig del för att överhettningen ska fungera som den borde. Dels har vi variablerna som vårat player object håller koll på så som maximala mängden värme som vapnet kan klara av, mängden […]
Second Artifact – Level Editor (kind of)
Another week, another Artifact. This time it will not be from the game itself, but a tool to make it easier to create the level.
So, I have been working on a Level Editor for our game, With Intent. The reason for having it is so that it will be easier and faster to build the level with all the walls, furniture’s, doors, guards and their waypoints, start- and end-positions. Without an editor we would probably have to input all […]
Second Artifact – Level Editor (kind of)
Another week, another Artifact. This time it will not be from the game itself, but a tool to make it easier to create the level.
So, I have been working on a Level Editor for our game, With Intent. The reason for having it is so that it will be easier and faster to build the level with all the walls, furniture’s, doors, guards and their waypoints, start- and end-positions. Without an editor we would probably have to input all […]
Escape – Group 4 – Week 5 – Sound Manager
In an earlier meeting with the advising 3rd year student, it was suggested that I shift my focus off the main menu and start working on something with higher priority. “Sound manager” was on the list in the backlog and as lead sound designer, I chose to start work on it.
To make my job easier, I searched the internet for existing open source sound managers. There were only two existing managers, strange considering you’d find many open source managers for […]
Escape – Group 4 – Week 5 – Sound Manager
In an earlier meeting with the advising 3rd year student, it was suggested that I shift my focus off the main menu and start working on something with higher priority. “Sound manager” was on the list in the backlog and as lead sound designer, I chose to start work on it.
To make my job easier, I searched the internet for existing open source sound managers. There were only two existing managers, strange considering you’d find many open source managers for […]