Rotating & vanishing Guards
Okay! This week has been a very interesting one! I have been further working on our level design and have been adding in rotations to our stationary guards. I also had to remake all of the patrolling patterns for our guards since there was some issues with how the guards spawned in comparison to where they wanted to patrol. I solved the patrolling guard issue quite easily, it was just a bit of tedious work on it to get […]
Rotating & vanishing Guards
Okay! This week has been a very interesting one! I have been further working on our level design and have been adding in rotations to our stationary guards. I also had to remake all of the patrolling patterns for our guards since there was some issues with how the guards spawned in comparison to where they wanted to patrol. I solved the patrolling guard issue quite easily, it was just a bit of tedious work on it to get […]
Artifact post: Getting Git working.
This week’s artifact: Integrate GitHub to the group.
I begun yesterday by abandoning the old repository and creating a new one. It didn’t work so i tried to make another one. When that didn’t work either i realized that the Debug and Release folder weren’t the only ones who were not supposed to be in the repository. I realized i had been copying the Hidden folder Git as well so for the next repository (Number 4) i only added the other folders […]
Artifact post: Getting Git working.
This week’s artifact: Integrate GitHub to the group.
I begun yesterday by abandoning the old repository and creating a new one. It didn’t work so i tried to make another one. When that didn’t work either i realized that the Debug and Release folder weren’t the only ones who were not supposed to be in the repository. I realized i had been copying the Hidden folder Git as well so for the next repository (Number 4) i only added the other folders […]
The Loneliness of the Long Distance Running Guard
This time around, I present you with the grand première of nameless guard #2, although I guess he would be more of an agent than a regular guard.
At any rate he’s got a fancy fedora and a differently coloured jacked showing a minor attempt at highlights, ‘course those highlights proved to be way too subtle for this resolution, but still being rather inexperienced with sprite sheets I didn’t really want to risk going too strong and having to spend […]
The Loneliness of the Long Distance Running Guard
This time around, I present you with the grand première of nameless guard #2, although I guess he would be more of an agent than a regular guard.
At any rate he’s got a fancy fedora and a differently coloured jacked showing a minor attempt at highlights, ‘course those highlights proved to be way too subtle for this resolution, but still being rather inexperienced with sprite sheets I didn’t really want to risk going too strong and having to spend […]
10 Week Project – Post 4 – Run Forrest!
Last time I wrote about how to introduce walking and the challenges with that and now it’s time for the mechanic introduction I have been dreading: Sprinting.
As I keep on mentioning in my posts is that we want a minimal HUD and as little pop-ups of information as possible and the reasoning behind that is to distract the player as little as possible and give the player a feeling as they have figured it all out be themselves. […]
10 Week Project – Post 4 – Run Forrest!
Last time I wrote about how to introduce walking and the challenges with that and now it’s time for the mechanic introduction I have been dreading: Sprinting.
As I keep on mentioning in my posts is that we want a minimal HUD and as little pop-ups of information as possible and the reasoning behind that is to distract the player as little as possible and give the player a feeling as they have figured it all out be themselves. […]
Altars done!
Hello again! This week I’ve been working with the Altar and it took a lot longer than I thought. I had a early version of the altar ready that I was working with a bit last week, but it I later noticed this week that the whole perspective of the altar was wrong. This problem was not something that could be fixed with some tweaks, so I had to remake the whole thing.
The sketches I made of the altar.
I […]
Altars done!
Hello again! This week I’ve been working with the Altar and it took a lot longer than I thought. I had a early version of the altar ready that I was working with a bit last week, but it I later noticed this week that the whole perspective of the altar was wrong. This problem was not something that could be fixed with some tweaks, so I had to remake the whole thing.
The sketches I made of the altar.
I […]
The Loneliness of the Long Distance Running Guard
This time around, I present you with the grand première of nameless guard #2, although I guess he would be more of an agent than a regular guard.
At any rate he’s got a fancy fedora and a differently coloured jacked showing a minor attempt at highlights, ‘course those highlights proved to be way too subtle for this resolution, but still being rather inexperienced with sprite sheets I didn’t really want to risk going too strong and having to spend […]
The Loneliness of the Long Distance Running Guard
This time around, I present you with the grand première of nameless guard #2, although I guess he would be more of an agent than a regular guard.
At any rate he’s got a fancy fedora and a differently coloured jacked showing a minor attempt at highlights, ‘course those highlights proved to be way too subtle for this resolution, but still being rather inexperienced with sprite sheets I didn’t really want to risk going too strong and having to spend […]
Project Haunted Light 14-03-05
Last week I spent time working on the main menu for Haunted light, the game me and my group have been working on for some time now. The main menu is going to be rather dark, with a lit candle in the middle that lights up the screen. In the game, the player has a candle, which is their only light source, and the only light source in the game making it rather important, which is why we chose to […]
Project Haunted Light 14-03-05
Last week I spent time working on the main menu for Haunted light, the game me and my group have been working on for some time now. The main menu is going to be rather dark, with a lit candle in the middle that lights up the screen. In the game, the player has a candle, which is their only light source, and the only light source in the game making it rather important, which is why we chose to […]
Project Haunted Light 14-03-05
Last week I spent time working on the main menu for Haunted light, the game me and my group have been working on for some time now. The main menu is going to be rather dark, with a lit candle in the middle that lights up the screen. In the game, the player has a candle, which is their only light source, and the only light source in the game making it rather important, which is why we chose to […]
Project Haunted Light 14-03-05
Last week I spent time working on the main menu for Haunted light, the game me and my group have been working on for some time now. The main menu is going to be rather dark, with a lit candle in the middle that lights up the screen. In the game, the player has a candle, which is their only light source, and the only light source in the game making it rather important, which is why we chose to […]
Them artifacts…
This week I have picked up some work that I find very interesting. An enemy spawner! It is going to spawn the enemies in waves that last for 1 minute and we’re going to have 10 waves that we will have to be able to balance. It will be fun to make this enemy spawner! It’s still in research stadium though (or slightly beyond it since I’ve got it figured out…) but since it’s not in our code yet this […]
Them artifacts…
This week I have picked up some work that I find very interesting. An enemy spawner! It is going to spawn the enemies in waves that last for 1 minute and we’re going to have 10 waves that we will have to be able to balance. It will be fun to make this enemy spawner! It’s still in research stadium though (or slightly beyond it since I’ve got it figured out…) but since it’s not in our code yet this […]
ConfigManager – Reading from files
Hello dear readers,
Today I am going to discuss some about my latest contribution to our game project. The ConfigManager, which is a part of the program which keep in mind all the files that have been read and what lines they contain.
I will illustrate how it works with an alteration of the picture above.
PSEUDO CODE
Red lines are ignored.
Green lines are stored in a std::vector¹.
The lines that are stored in the vector is then split at the “=” sign. […]
ConfigManager – Reading from files
Hello dear readers,
Today I am going to discuss some about my latest contribution to our game project. The ConfigManager, which is a part of the program which keep in mind all the files that have been read and what lines they contain.
I will illustrate how it works with an alteration of the picture above.
PSEUDO CODE
Red lines are ignored.
Green lines are stored in a std::vector¹.
The lines that are stored in the vector is then split at the “=” sign. […]
Haunted Light 2014-03-05 Options Menu
My assignment of the week is to create an options menu. I started with a mistake, the mistake that I did not think through how we wanted the options state to work which led to some undesired errors in both the options state as the game state.
Well I can begin with explaining the errors of my way, I started with the background because every state needs its own background…right? Well turns out that I should have read my lead programmers […]
Haunted Light 2014-03-05 Options Menu
My assignment of the week is to create an options menu. I started with a mistake, the mistake that I did not think through how we wanted the options state to work which led to some undesired errors in both the options state as the game state.
Well I can begin with explaining the errors of my way, I started with the background because every state needs its own background…right? Well turns out that I should have read my lead programmers […]
Project Report 2014-03-05
Thought I’d delve into the finer details of a specific map I’ve been working on this week which is intended to be the very first room of the game where the player is introduced to the two main enemies of the game. The first level is probably the most important part of almost any game, as it’s how the player is first introduced to its elements and features. It is here that you establish a communication between the player and […]
Project Report 2014-03-05
Thought I’d delve into the finer details of a specific map I’ve been working on this week which is intended to be the very first room of the game where the player is introduced to the two main enemies of the game. The first level is probably the most important part of almost any game, as it’s how the player is first introduced to its elements and features. It is here that you establish a communication between the player and […]