Browsing '5SD033': Introduction to Game Development

Stupid, States and Group meeting.

Another full day of work as per usual, i went to school a bit earlier to see if i could get the States working properly. After lunch my functions for setting and changing states were so convoluted that i decided to revert to an older version too take a different approach to the issue. In the end i found the issue of my problems. When declaring the states in the engine class i had copied the previous constructors and replaced […]

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Program: Programming

Stupid, States and Group meeting.

Another full day of work as per usual, i went to school a bit earlier to see if i could get the States working properly. After lunch my functions for setting and changing states were so convoluted that i decided to revert to an older version too take a different approach to the issue. In the end i found the issue of my problems. When declaring the states in the engine class i had copied the previous constructors and replaced […]

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Program: Programming

Codename: Haunted Light – Automatic Tiling

This week have been a really productive one in terms of features completed. First off, I’ve done some finishing touches on the Pathfinding algorithm which I wrote about in last weeks’ post and all that remains now is to give each enemy it’s AI-logic.
One of Haunted Lights more prominent feature is it’s re-generation of levels. Because of that particular feature we need to have the level to […]

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Program: Programming

Codename: Haunted Light – Automatic Tiling

This week have been a really productive one in terms of features completed. First off, I’ve done some finishing touches on the Pathfinding algorithm which I wrote about in last weeks’ post and all that remains now is to give each enemy it’s AI-logic.
One of Haunted Lights more prominent feature is it’s re-generation of levels. Because of that particular feature we need to have the level to […]

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Program: Programming

Playground Panic #6 – More aesthetic stuff

So this week I haven’t worked on any “major” artifacts, but instead a whole bunch of minor things and bug-fixes. This unfortunately means that it gets harder and harder to make these blog-posts :/
Oh well, continuing on with the aesthetic things I talked about last week, here’s a little on how we show that a level (or day as we call it) is completed.
In our game, we have normal kids and “special” kids that you need to hurry and get […]

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Program: Programming

Playground Panic #6 – More aesthetic stuff

So this week I haven’t worked on any “major” artifacts, but instead a whole bunch of minor things and bug-fixes. This unfortunately means that it gets harder and harder to make these blog-posts :/
Oh well, continuing on with the aesthetic things I talked about last week, here’s a little on how we show that a level (or day as we call it) is completed.
In our game, we have normal kids and “special” kids that you need to hurry and get […]

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Program: Programming

Game Development- Introduction. Blog Post – 6

Now it’s only a week left before the final presentation occurs. We have all features of our game implemented so we are now focuses on finish all our levels in the game. As i said last week, we will have one tutorial level on the top floor of the building, which then continues with three bigger levels until you reach the lowest/first floor.
In my group i am the person who has taken the responsibility to create our level design. I […]

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Program: Programming

Game Development- Introduction. Blog Post – 6

Now it’s only a week left before the final presentation occurs. We have all features of our game implemented so we are now focuses on finish all our levels in the game. As i said last week, we will have one tutorial level on the top floor of the building, which then continues with three bigger levels until you reach the lowest/first floor.
In my group i am the person who has taken the responsibility to create our level design. I […]

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Program: Programming

Artifact Pos 6 – High-Score

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Program: Programming

Artifact Pos 6 – High-Score

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Program: Programming

Sound and music!

Hello again!
So this week I have been working on getting  for our game. It is harder than I thought, because if I have too many sounds in the game it just sounds annoying and becomes frustrating to play. What I need to remember is what kind of game is it? Is it important to have sound for footsteps? Or hearing scream when player gets hit? Things like that you need think about when you implementing sounds. I also have to […]

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Program: Programming

Sound and music!

Hello again!
So this week I have been working on getting  for our game. It is harder than I thought, because if I have too many sounds in the game it just sounds annoying and becomes frustrating to play. What I need to remember is what kind of game is it? Is it important to have sound for footsteps? Or hearing scream when player gets hit? Things like that you need think about when you implementing sounds. I also have to […]

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Program: Programming

Finishing touches

So last blog post I made I talked about me being sick and equip, item and weapon manager. Because I got sick I was not able to finish them in time of the beta but being in a team a other teammate took the job so those are now finished and looking good.
So the game is now almost finished and now we are adding the finishing touches. I got two artifacts to make this week and one of them I was […]

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Program: Programming

Finishing touches

So last blog post I made I talked about me being sick and equip, item and weapon manager. Because I got sick I was not able to finish them in time of the beta but being in a team a other teammate took the job so those are now finished and looking good.
So the game is now almost finished and now we are adding the finishing touches. I got two artifacts to make this week and one of them I was […]

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Program: Programming

Iteration…AGAIN!

Hello again to the weekly blog post! I must yet again disappoint you in say that this week again will be iteration on animations.
This week I went back to finish the melee enemy because I noticed that there was a change in size between the movement animation and the attack animation. Another reason I had to work with this animation was that we got some feedback on the game testing that it was hard to see the police enemies because […]

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Program: Graphics

Iteration…AGAIN!

Hello again to the weekly blog post! I must yet again disappoint you in say that this week again will be iteration on animations.
This week I went back to finish the melee enemy because I noticed that there was a change in size between the movement animation and the attack animation. Another reason I had to work with this animation was that we got some feedback on the game testing that it was hard to see the police enemies because […]

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Program: Graphics

Particle Effects

Since there is only about a week left on this project and we have a working game that is almost finished, we are just adding things for fun (and sometimes because they are useful). This week I have been writing the code for adding particle effects in the game. We will use these effects when our charging enemies are loading their charge, right before our whack-a-mole boss comes out of the ground, when Barney (the avatar) dies and more things […]

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Program: Programming

Particle Effects

Since there is only about a week left on this project and we have a working game that is almost finished, we are just adding things for fun (and sometimes because they are useful). This week I have been writing the code for adding particle effects in the game. We will use these effects when our charging enemies are loading their charge, right before our whack-a-mole boss comes out of the ground, when Barney (the avatar) dies and more things […]

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Program: Programming

Stealth game: Items

In this post, I will put all of my focus on items and how they are used in the game.Since we are creating a top down stealth game we do need some items to make the game play more dynamic. It is no fun just to sneak/sprint trough the map and dodging the guards. With items, you can affect how the guard interacts with you and how they interact overall. One item is also needed to finish the level.
1. WeaponsWhat […]

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Program: Programming

Stealth game: Items

In this post, I will put all of my focus on items and how they are used in the game.Since we are creating a top down stealth game we do need some items to make the game play more dynamic. It is no fun just to sneak/sprint trough the map and dodging the guards. With items, you can affect how the guard interacts with you and how they interact overall. One item is also needed to finish the level.
1. WeaponsWhat […]

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Program: Programming

Finishing up

This post might come up a bit late on Babel, as I stayed in school late attending a group meeting and didn’t remember to write a blog post until I came home just a little while ago. For the same reason, this post is a little rushed, so my apologies.
In any case, it’s blogging day, and this will likely be my last big post on this project as our group has delegated next week to focusing on implementing everything in […]

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Program: Graphics

Finishing up

This post might come up a bit late on Babel, as I stayed in school late attending a group meeting and didn’t remember to write a blog post until I came home just a little while ago. For the same reason, this post is a little rushed, so my apologies.
In any case, it’s blogging day, and this will likely be my last big post on this project as our group has delegated next week to focusing on implementing everything in […]

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Program: Graphics

Game dev, Suit’em up – Ingame cinematics

Me and Jonas have worked hard on player feedback this week since it is the one thing that is missing from our game. He worked with boss healthbar and feedback when getting hit.
Malin has worked with particle effects for even more feedback. We need to implement them next week.
I made two really crude in-game cinematics to enhance the player feedback when the avatar is killed and when teleporting. I havn’t made cinematics with C++ before and I didn’t bother making […]

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Program: Programming

Game dev, Suit’em up – Ingame cinematics

Me and Jonas have worked hard on player feedback this week since it is the one thing that is missing from our game. He worked with boss healthbar and feedback when getting hit.
Malin has worked with particle effects for even more feedback. We need to implement them next week.
I made two really crude in-game cinematics to enhance the player feedback when the avatar is killed and when teleporting. I havn’t made cinematics with C++ before and I didn’t bother making […]

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Program: Programming