Browsing 'Programming': Posts from Game Design and Programming
AI for Enemies
So the other week I wrote about pathfinding. After a consultation with our mentor we decided to add some other ai first and if we have the time, implement pathfinding later.
So this week I have been writing code for the enemies’ ai-states. Our two different enemies will have different states when I’m done, but for now they will have the same just so we have something for the alpha. The one to the left is the ranged enemy and […]
AI for Enemies
So the other week I wrote about pathfinding. After a consultation with our mentor we decided to add some other ai first and if we have the time, implement pathfinding later.
So this week I have been writing code for the enemies’ ai-states. Our two different enemies will have different states when I’m done, but for now they will have the same just so we have something for the alpha. The one to the left is the ranged enemy and […]
Haunted Light 2014-02-20 SoundManager
This week I have been working on the sound manager for our game, I started of trying to translate the sound manager we had been using in SDL. I almost immediately changed my mind about the translation because of a quick google search.
SFML Handles sounds and music a bit differently than SDL. Instead of loading in entire files and then playing them, SFML handles sounds and music almost as it handles sprites. This however makes the program take an extra step […]
Haunted Light 2014-02-20 SoundManager
This week I have been working on the sound manager for our game, I started of trying to translate the sound manager we had been using in SDL. I almost immediately changed my mind about the translation because of a quick google search.
SFML Handles sounds and music a bit differently than SDL. Instead of loading in entire files and then playing them, SFML handles sounds and music almost as it handles sprites. This however makes the program take an extra step […]
Completing the GDD
In this 2nd post I will write about the final game design document, and the difference between the first one and the second one I wrote about in the previous post. Note that both are in english. Why I didn’t wrote (or write) anything in swedish when I have the choice to is because I can reach to more people if it is in english. Since working in the gaming industry can have international people as well, it might as […]
Completing the GDD
In this 2nd post I will write about the final game design document, and the difference between the first one and the second one I wrote about in the previous post. Note that both are in english. Why I didn’t wrote (or write) anything in swedish when I have the choice to is because I can reach to more people if it is in english. Since working in the gaming industry can have international people as well, it might as […]
The project moves onward toward alpha
So, lately I have been working on the powerup code. It’s been quite interesting and has given me some insight in the workings of the code written by our more dedicated programmer, mostly because I copied his code to make it work in our game.
First I wrote a simple powerup class under the interactive object class(the interactive object class is basically everything that the player can interact with) holding the functions the different powerups might have in common, after that […]
The project moves onward toward alpha
So, lately I have been working on the powerup code. It’s been quite interesting and has given me some insight in the workings of the code written by our more dedicated programmer, mostly because I copied his code to make it work in our game.
First I wrote a simple powerup class under the interactive object class(the interactive object class is basically everything that the player can interact with) holding the functions the different powerups might have in common, after that […]
The project moves onward toward alpha
So, lately I have been working on the powerup code. It’s been quite interesting and has given me some insight in the workings of the code written by our more dedicated programmer, mostly because I copied his code to make it work in our game.
First I wrote a simple powerup class under the interactive object class(the interactive object class is basically everything that the player can interact with) holding the functions the different powerups might have in common, after that […]
The project moves onward toward alpha
So, lately I have been working on the powerup code. It’s been quite interesting and has given me some insight in the workings of the code written by our more dedicated programmer, mostly because I copied his code to make it work in our game.
First I wrote a simple powerup class under the interactive object class(the interactive object class is basically everything that the player can interact with) holding the functions the different powerups might have in common, after that […]
Completing the GDD
In this 2nd post I will write about the final game design document, and the difference between the first one and the second one I wrote about in the previous post. Note that both are in english. Why I didn’t wrote (or write) anything in swedish when I have the choice to is because I can reach to more people if it is in english. Since working in the gaming industry can have international people as well, it might as […]
Completing the GDD
In this 2nd post I will write about the final game design document, and the difference between the first one and the second one I wrote about in the previous post. Note that both are in english. Why I didn’t wrote (or write) anything in swedish when I have the choice to is because I can reach to more people if it is in english. Since working in the gaming industry can have international people as well, it might as […]
Treshhold overcomed
This week has been a series of half-assed opinions and motivations boosts for our group. We’ve been working on getting our orientation between our states better handled, getting sound into our game, customizing our character and getting a score to show up on the screen. Our producer have been tackled with the presentation assignment and working out the documentation for our group while I took a leave of absent from being a lead designer(when it came to documentation) and focused […]
Treshhold overcomed
This week has been a series of half-assed opinions and motivations boosts for our group. We’ve been working on getting our orientation between our states better handled, getting sound into our game, customizing our character and getting a score to show up on the screen. Our producer have been tackled with the presentation assignment and working out the documentation for our group while I took a leave of absent from being a lead designer(when it came to documentation) and focused […]
Treshhold overcomed
This week has been a series of half-assed opinions and motivations boosts for our group. We’ve been working on getting our orientation between our states better handled, getting sound into our game, customizing our character and getting a score to show up on the screen.
Our producer have been tackled with the presentation assignment and working out the documentation for our group while I took a leave of absent from being a lead designer(when it came to documentation) and focused more […]
Treshhold overcomed
This week has been a series of half-assed opinions and motivations boosts for our group. We’ve been working on getting our orientation between our states better handled, getting sound into our game, customizing our character and getting a score to show up on the screen.
Our producer have been tackled with the presentation assignment and working out the documentation for our group while I took a leave of absent from being a lead designer(when it came to documentation) and focused more […]
Bad day(sort of)
It got a bit late last night so i decided to write the blog post today instead.
Yesterday i worked alone adding an attack method for the player which depended which weapon the player had equipped at the current time, i had limited success and decided i should wait until the collisions and items had been implemented before doing it.
During the afternoon i worked on re-implementing the collision between player-Guard and player-Exit, i did this by moving them from the Engine […]
Bad day(sort of)
It got a bit late last night so i decided to write the blog post today instead.
Yesterday i worked alone adding an attack method for the player which depended which weapon the player had equipped at the current time, i had limited success and decided i should wait until the collisions and items had been implemented before doing it.
During the afternoon i worked on re-implementing the collision between player-Guard and player-Exit, i did this by moving them from the Engine […]
Project Aurora, post 5, (Blog Assignment 2)
This is my second blog post as part of the blog assignment we have in our class.Today I will go deeper into animations. Earlier we had it so animations could be loaded and played but only one type of animation and animations couldn’t be switched.
The player animations is loaded from a .png file then a sprite/picture is cut out using a rectangle in this case sf::intrect. This rectangle is then stored in a vector. So then I had a vector […]
Project Aurora, post 5, (Blog Assignment 2)
This is my second blog post as part of the blog assignment we have in our class.Today I will go deeper into animations. Earlier we had it so animations could be loaded and played but only one type of animation and animations couldn’t be switched.
The player animations is loaded from a .png file then a sprite/picture is cut out using a rectangle in this case sf::intrect. This rectangle is then stored in a vector. So then I had a vector […]
Soundripples
Prepare for a long blog post. Go get some coffee or something becuase here we go (:
Since we make a stealth action game we needed to handle light and sound in a smart way since guards will see or hear you.Since I already made a blogpost about the light I wont bring it up except small parts of it. This post will focus on the hearing detection of the guards.
What did I need?Our main character and the guards will emit […]
Soundripples
Prepare for a long blog post. Go get some coffee or something becuase here we go (:
Since we make a stealth action game we needed to handle light and sound in a smart way since guards will see or hear you.Since I already made a blogpost about the light I wont bring it up except small parts of it. This post will focus on the hearing detection of the guards.
What did I need?Our main character and the guards will emit […]
Back to programming!
So last week I finished the Design document so this week I got start programming again. So on Monday we had our usual scrum meeting were I chose to do parts of the user interface. In more detail my assignment was doing the health bar, ammo bar and arrows.
Now I began doing the health bar because that was the most important U.I feature to get done before the alpha launch. We needed a health bar that was going to fill […]
Back to programming!
So last week I finished the Design document so this week I got start programming again. So on Monday we had our usual scrum meeting were I chose to do parts of the user interface. In more detail my assignment was doing the health bar, ammo bar and arrows.
Now I began doing the health bar because that was the most important U.I feature to get done before the alpha launch. We needed a health bar that was going to fill […]