Browsing 'Programming': Posts from Game Design and Programming
Escape week 2 day one
Well for the past two weeks I’ve been working on mostly the scrum document, the design document and the prototype of the game. While now I get to start working on the inner workings of the game, I will begin with all that concerns the sound of the game.The game will be about a corporate spy in a sci-fi 40’s setting that enters a office building on a mission to steal “the documents”.
The programming on my part will to a […]
Escape week 2 day one
Well for the past two weeks I’ve been working on mostly the scrum document, the design document and the prototype of the game. While now I get to start working on the inner workings of the game, I will begin with all that concerns the sound of the game.The game will be about a corporate spy in a sci-fi 40’s setting that enters a office building on a mission to steal “the documents”.
The programming on my part will to a […]
Morning post to make up for Thu -Fre.
Forgot to make a blog post about Thursday and Friday so here’s a short summary.
Thursday we had two lectures and then went to F15 to work on our Scrum, Friday we had a short lecture in the morning and then went to finish our scrum planning, we had forgot to add deadlines to our backlog so we had to get that done before we could send it in. During the afternoon i was going to work with some SFML practice […]
Morning post to make up for Thu -Fre.
Forgot to make a blog post about Thursday and Friday so here’s a short summary.
Thursday we had two lectures and then went to F15 to work on our Scrum, Friday we had a short lecture in the morning and then went to finish our scrum planning, we had forgot to add deadlines to our backlog so we had to get that done before we could send it in. During the afternoon i was going to work with some SFML practice […]
Developing the game using SCRUM
This Post was created -2014 02 02
Last wednesday, we thought we’d try to get some basic stuff to our Project up and running by the Sprint Review/planning on (last) friday.
We initiated the Game states StartState, the first screen containing quit, play and options button, GameState, in which the acctual gameplay is, optionState, change volume and such.
By “initiated” I mean just made the hpp and cpp files with some empty methods. We also made a StateManager to go with that […]
Developing the game using SCRUM
This Post was created -2014 02 02
Last wednesday, we thought we’d try to get some basic stuff to our Project up and running by the Sprint Review/planning on (last) friday.
We initiated the Game states StartState, the first screen containing quit, play and options button, GameState, in which the acctual gameplay is, optionState, change volume and such.
By “initiated” I mean just made the hpp and cpp files with some empty methods. We also made a StateManager to go with that […]
Game Programming 2 and Game Developement introduction
The Project I last did with Jonas is no doubt in need of some finishing work, but we have 4 attempts left and there is not very much left to complete.
This post is not about that, all though I may be blogging about that project as well.
This post is about the current two courses: Game Programming 2 and Game Production – an introduction.
In the first course, game design and analysis – an introduction we all worked in groups and created […]
Game Programming 2 and Game Developement introduction
The Project I last did with Jonas is no doubt in need of some finishing work, but we have 4 attempts left and there is not very much left to complete.
This post is not about that, all though I may be blogging about that project as well.
This post is about the current two courses: Game Programming 2 and Game Production – an introduction.
In the first course, game design and analysis – an introduction we all worked in groups and created […]
Game Developement and Coding
This week we had our first scrum sprint, meaning we set up assignments for each group member to be done with by Friday. The assignments were either art, music or code to be used in the game we are making, Dangerous Dander.
Being a coder my assignments were to start on the different classes of our game objects as well as their inheritance structure. That basically means I had to make so called Parent classes from which other classes will inherit […]
Game Developement and Coding
This week we had our first scrum sprint, meaning we set up assignments for each group member to be done with by Friday. The assignments were either art, music or code to be used in the game we are making, Dangerous Dander.
Being a coder my assignments were to start on the different classes of our game objects as well as their inheritance structure. That basically means I had to make so called Parent classes from which other classes will inherit […]
Project Haunted Light 2013-02-02
Today I finally got the States working,I had goofed up the code because I had accidentally removed the while loop in main that keeps the game running, instead of just shutting it down after it has run one time. And after that I was going to start with the input for the game but it seems like we already have one up and running in the prototype.
So my task for the following week is to get a functional drawmanager and […]
Project Haunted Light 2013-02-02
Today I finally got the States working,I had goofed up the code because I had accidentally removed the while loop in main that keeps the game running, instead of just shutting it down after it has run one time. And after that I was going to start with the input for the game but it seems like we already have one up and running in the prototype.
So my task for the following week is to get a functional drawmanager and […]
The SCRUM-Document has been handed in, we have completed our backlog and are concentrating on the sprint planning and review. Most of the features are intact, we may take away some items that will be placed in the map, the one thing we had to insert was the deadlines for each task we had put there in the first place.
Monday we are going to sit down and look at the Game Design Document and try to finish it as soon […]
The SCRUM-Document has been handed in, we have completed our backlog and are concentrating on the sprint planning and review. Most of the features are intact, we may take away some items that will be placed in the map, the one thing we had to insert was the deadlines for each task we had put there in the first place.
Monday we are going to sit down and look at the Game Design Document and try to finish it as soon […]
Analyzing: Counter-Strike: Global Offensive’s Competetive mode.
Earlier this week, we had our first real lecture in our Level Design course. In the lecture, our teacher (Ernest Adams) mentioned a couple of principles that you need to take into consideration when you are designing a game and design the levels inside the game. During the lecture, I started to thinking that I should do an analysis of Counter-Strike: Global Offensive’s competitive mode after those principles.
But before I start talking about that, you will need to understand how […]
Analyzing: Counter-Strike: Global Offensive’s Competetive mode.
Earlier this week, we had our first real lecture in our Level Design course. In the lecture, our teacher (Ernest Adams) mentioned a couple of principles that you need to take into consideration when you are designing a game and design the levels inside the game. During the lecture, I started to thinking that I should do an analysis of Counter-Strike: Global Offensive’s competitive mode after those principles.
But before I start talking about that, you will need to understand how […]
Suit ‘em up – the first weeks
In this course we are going to make a game, we chose the concept “Suit’em up” which is a game where you are going to, as Barney the robot, cleanse a suit from bugs which has infested it.
The first task I got from my lead programmer was to fix the collision system for the walls. We have discussed different options; we discussed alpha collision, some sort of tile collision, square collision and line collision. With the alpha collision we were […]
Suit ‘em up – the first weeks
In this course we are going to make a game, we chose the concept “Suit’em up” which is a game where you are going to, as Barney the robot, cleanse a suit from bugs which has infested it.
The first task I got from my lead programmer was to fix the collision system for the walls. We have discussed different options; we discussed alpha collision, some sort of tile collision, square collision and line collision. With the alpha collision we were […]
Level Editor in C#
Yet another long day.
I have been working on a level editor in C# for our game ”Escape”.
Why a level editor? Because creating a level would be pretty hard without it. Because we will not use tiles, the level designer would have to manually type coordinates for each item on the map. Tables, chairs, guards, waypoints, exit, entrance, keys, etc. The editor will allow the designer to build the level by choosing an Entity (guard, furniture, etc.) and rotate and place […]
Level Editor in C#
Yet another long day.
I have been working on a level editor in C# for our game ”Escape”.
Why a level editor? Because creating a level would be pretty hard without it. Because we will not use tiles, the level designer would have to manually type coordinates for each item on the map. Tables, chairs, guards, waypoints, exit, entrance, keys, etc. The editor will allow the designer to build the level by choosing an Entity (guard, furniture, etc.) and rotate and place […]
Game dev – Game structure, Github, SFML and early version of the game.
We have sat down, us programmers, and discussed how we want the game built with engine, managers and states. We use a program for flowcharts called Dia. It seems to have some bugs though so maybe we will change it out. This is an early version of the flowchart I just mentioned. A work in progress:
We worked on it, got feedback and here below is the final version as it looks now. Things might change:
I added delta time […]
Game dev – Game structure, Github, SFML and early version of the game.
We have sat down, us programmers, and discussed how we want the game built with engine, managers and states. We use a program for flowcharts called Dia. It seems to have some bugs though so maybe we will change it out. This is an early version of the flowchart I just mentioned. A work in progress:
We worked on it, got feedback and here below is the final version as it looks now. Things might change:
I added delta time […]
Unnamed Fish Game BloggPost 2
Today we had two Interesting lectures from Ernest Adams and Adam Mayes.
This cover the some of the mayor principles of how to create games and how important it is to test if it will be fun. The lecture covered 5 types of Core Mechanics
– Physics
– Economics
– Progression
– Tactic Maneuvering
– Social Interaction
And how important it is for programmers to create a way for the Game Designer to make changes in the game without having to go to the programmers asking, can […]
Unnamed Fish Game BloggPost 2
Today we had two Interesting lectures from Ernest Adams and Adam Mayes.
This cover the some of the mayor principles of how to create games and how important it is to test if it will be fun. The lecture covered 5 types of Core Mechanics
– Physics
– Economics
– Progression
– Tactic Maneuvering
– Social Interaction
And how important it is for programmers to create a way for the Game Designer to make changes in the game without having to go to the programmers asking, can […]