Browsing 'Programming': Posts from Game Design and Programming

Weekly update 2014-02-13

This week has been the most productive week in our projects lifetime.
We have inplemented and finished the vision fields that our guards and cameras will have.
We have also updated our maploader with some extra features which I will talk about here:

Loading objects(rectangles):
Because we don’t check collision with single tiles, we “merge” together the tiles collision boxes in order to make the game optimized. This is also used for creating spawnpoints or a special
We use this for:

Setting player, guard and camera […]

/ Comments Off on Weekly update 2014-02-13
Program: Programming

Weekly update 2014-02-13

This week has been the most productive week in our projects lifetime.
We have inplemented and finished the vision fields that our guards and cameras will have.
We have also updated our maploader with some extra features which I will talk about here:

Loading objects(rectangles):
Because we don’t check collision with single tiles, we “merge” together the tiles collision boxes in order to make the game optimized. This is also used for creating spawnpoints or a special
We use this for:

Setting player, guard and camera […]

/ Comments Off on Weekly update 2014-02-13
Program: Programming

My artifact, the Game Design Document

So in this new course we’re making another game and will be writing one of several artifacts that you’ve been working with. You should answer the questions what/how/why? and basically reflect on what you’ve worked with. It has to be 400 words minimum and deadlines are on thursdays and on top of that one member of another group will comment your blog post with at least 200 words. Anyway enough talk already let’s get started!
So what have I done and […]

/ Comments Off on My artifact, the Game Design Document
Program: Programming

My artifact, the Game Design Document

So in this new course we’re making another game and will be writing one of several artifacts that you’ve been working with. You should answer the questions what/how/why? and basically reflect on what you’ve worked with. It has to be 400 words minimum and deadlines are on thursdays and on top of that one member of another group will comment your blog post with at least 200 words. Anyway enough talk already let’s get started!
So what have I done and […]

/ Comments Off on My artifact, the Game Design Document
Program: Programming

My artifact, the Game Design Document

So in this new course we’re making another game and will be writing one of several artifacts that you’ve been working with. You should answer the questions what/how/why? and basically reflect on what you’ve worked with. It has to be 400 words minimum and deadlines are on thursdays and on top of that one member of another group will comment your blog post with at least 200 words. Anyway enough talk already let’s get started!
So what have I done and […]

/ Comments Off on My artifact, the Game Design Document
Program: Programming

My artifact, the Game Design Document

So in this new course we’re making another game and will be writing one of several artifacts that you’ve been working with. You should answer the questions what/how/why? and basically reflect on what you’ve worked with. It has to be 400 words minimum and deadlines are on thursdays and on top of that one member of another group will comment your blog post with at least 200 words. Anyway enough talk already let’s get started!
So what have I done and […]

/ Comments Off on My artifact, the Game Design Document
Program: Programming

Codename: Haunted Light – SpriteManager

This week and the previous one have been great! We’ve managed to fix most of the game engine’s core features. In the forthcoming days we’ll start working on some simple gameplay implementations.
The development library we use for Haunted Light is SFML (Simple and Fast Multimedia Library). Well the name speaks for itself but it’s a simple-to-use framework to communicate with all the Input and Output devices of the computer. Without a development library you’d have to write code that directly […]

/ Comments Off on Codename: Haunted Light – SpriteManager
Program: Programming

Codename: Haunted Light – SpriteManager

This week and the previous one have been great! We’ve managed to fix most of the game engine’s core features. In the forthcoming days we’ll start working on some simple gameplay implementations.
The development library we use for Haunted Light is SFML (Simple and Fast Multimedia Library). Well the name speaks for itself but it’s a simple-to-use framework to communicate with all the Input and Output devices of the computer. Without a development library you’d have to write code that directly […]

/ Comments Off on Codename: Haunted Light – SpriteManager
Program: Programming

Soon I am done with the Document

This week I have been working on the design document. It is going well and I have put down all my time to it. It will soon be done and my fellow team mates can look at it and give me some response. I have been dealing with the games details. Things that make a game work. A design document is a little like a rulebook. If you follow the document every part of the game from coding to art […]

/ Comments Off on Soon I am done with the Document
Program: Programming

Soon I am done with the Document

This week I have been working on the design document. It is going well and I have put down all my time to it. It will soon be done and my fellow team mates can look at it and give me some response. I have been dealing with the games details. Things that make a game work. A design document is a little like a rulebook. If you follow the document every part of the game from coding to art […]

/ Comments Off on Soon I am done with the Document
Program: Programming

2014-02-12 – An artifact

The end of this project is drawing closer and we are all starting to see some result from our hard work – gamewise as well as learningwise.
One of my tasks has been to create a code for the paralax function which will consist of a couple of layers of mountains or hills disappearing in the horizon, a story box and clouds. As soon as I figured out how to work with the paralax and different layers it was pretty easy […]

/ Comments Off on 2014-02-12 – An artifact
Program: Programming

2014-02-12 – An artifact

The end of this project is drawing closer and we are all starting to see some result from our hard work – gamewise as well as learningwise.
One of my tasks has been to create a code for the paralax function which will consist of a couple of layers of mountains or hills disappearing in the horizon, a story box and clouds. As soon as I figured out how to work with the paralax and different layers it was pretty easy […]

/ Comments Off on 2014-02-12 – An artifact
Program: Programming

Haunted Light 2014-02-12 STATES

As the first official blog post of the project I am now to describe an artifact that is complete an put into the game. I am going to describe the different states of our game engine. But first of all why do we need states to being with, why not just write the code on the blank code sheet you have in front of you?
Well you can of course do that, but in the long run the program with states […]

/ Comments Off on Haunted Light 2014-02-12 STATES
Program: Programming

Haunted Light 2014-02-12 STATES

As the first official blog post of the project I am now to describe an artifact that is complete an put into the game. I am going to describe the different states of our game engine. But first of all why do we need states to being with, why not just write the code on the blank code sheet you have in front of you?
Well you can of course do that, but in the long run the program with states […]

/ Comments Off on Haunted Light 2014-02-12 STATES
Program: Programming

2014-02-12

Today I applied my States to the main project and made the spawn and despawn of the next part of the gameplay-area works flawlessly (at least so far, you never know when things starts getting messed up).
I ahve also cleaned up my code and re-organized it a bit by creating classes and making them work.

/ Comments Off on 2014-02-12
Program: Programming

2014-02-12

Today I applied my States to the main project and made the spawn and despawn of the next part of the gameplay-area works flawlessly (at least so far, you never know when things starts getting messed up).
I ahve also cleaned up my code and re-organized it a bit by creating classes and making them work.

/ Comments Off on 2014-02-12
Program: Programming

2014-02-12 – An artifact

The end of this project is drawing closer and we are all starting to see some result from our hard work – gamewise as well as learningwise.
One of my tasks has been to create a code for the paralax function which will consist of a couple of layers of mountains or hills disappearing in the horizon, a story box and clouds. As soon as I figured out how to work with the paralax and different layers it was pretty easy […]

/ Comments Off on 2014-02-12 – An artifact
Program: Programming

2014-02-12 – An artifact

The end of this project is drawing closer and we are all starting to see some result from our hard work – gamewise as well as learningwise.
One of my tasks has been to create a code for the paralax function which will consist of a couple of layers of mountains or hills disappearing in the horizon, a story box and clouds. As soon as I figured out how to work with the paralax and different layers it was pretty easy […]

/ Comments Off on 2014-02-12 – An artifact
Program: Programming

2014-02-12

Today I applied my States to the main project and made the spawn and despawn of the next part of the gameplay-area works flawlessly (at least so far, you never know when things starts getting messed up).
I ahve also cleaned up my code and re-organized it a bit by creating classes and making them work.

/ Comments Off on 2014-02-12
Program: Programming

2014-02-12

Today I applied my States to the main project and made the spawn and despawn of the next part of the gameplay-area works flawlessly (at least so far, you never know when things starts getting messed up).
I ahve also cleaned up my code and re-organized it a bit by creating classes and making them work.

/ Comments Off on 2014-02-12
Program: Programming

Artifact Blogpost


I will be talking about an artifact I’ve worked on this week. I’ve been working on a functionality for hiding, it has been delayed by several things. At first i was starting work on the guards until i checked my phone and saw that Oliver had already started doing that so that’s two hours down the drain. Then Git stopped working and delayed me for another three hours. Eventually i was able to do actual work on it however. First […]

/ Comments Off on Artifact Blogpost
Program: Programming

Artifact Blogpost


I will be talking about an artifact I’ve worked on this week. I’ve been working on a functionality for hiding, it has been delayed by several things. At first i was starting work on the guards until i checked my phone and saw that Oliver had already started doing that so that’s two hours down the drain. Then Git stopped working and delayed me for another three hours. Eventually i was able to do actual work on it however. First […]

/ Comments Off on Artifact Blogpost
Program: Programming

SoundRipples, Guard Patrolling and Light-prototype

I have been working on two things today. I continued with our guard’s detection of sounds around them and got our PatrolState working.
I’m having a SoundRippleManager to hold a vector of SoundRipples, which is basically an object with position, volume and time alive. The SoundRipple will stay alive for about 1 second and during this time it will draw an expanding circle from its origin to represent our visual respond to the sound.
When a new SoundRipple is created it checks […]

/ Comments Off on SoundRipples, Guard Patrolling and Light-prototype
Program: Programming

SoundRipples, Guard Patrolling and Light-prototype

I have been working on two things today. I continued with our guard’s detection of sounds around them and got our PatrolState working.
I’m having a SoundRippleManager to hold a vector of SoundRipples, which is basically an object with position, volume and time alive. The SoundRipple will stay alive for about 1 second and during this time it will draw an expanding circle from its origin to represent our visual respond to the sound.
When a new SoundRipple is created it checks […]

/ Comments Off on SoundRipples, Guard Patrolling and Light-prototype
Program: Programming