Thursday, November 29, 2012

Implementing basic collision went almost as smooth as I had expected. Had some problems with keeping the objects separated from eachother when there is a collision. I used a radius-based collision system, which basicly means; when the distance between two objects is smaller than the radius of one, there is a collision. When there is a collision, I keep the two objects from interpenetrating eachother by displacing object A (the player) in the direction...
I've been busy lately, not so much with programming, but more with my temporary job before I go back to school. Takes a lot of time, but I get payed for it, so it's not that bad. For the programming part, I haven't done a lot. I struggled a lot with setting up a derived class from the GameObject-class. I kept trying to call the GameObject constructor from the Player's constructor, but it removed the texture every time I tried, so now I have duplicate...

Tuesday, November 20, 2012

Hi there and welcome to my second series of posts about my intake assignment for the NHTV Game Programming study. I've written several posts about the design process and if you haven't read those, here's part 1! Apparently, this assignment isn't mandatory if you are able to come to an interview. I'm doing it anyway, just to showcase what I can and hopefully don't even have to do an interview. I'm not afraid of that interview, but I just want to be...

Monday, November 19, 2012

As I mentioned in my previous post, this post will be about the goals and how to accomplish those of the "Burstin' Bubbles" game. Step 8. Defining the goals for the player There should be an overall goal for our player, a goal that will make the player want to play the game and to make clear why the player has to do missions and perform certain actions. To achieve this goal, the player has to achieve a certain goal for each level. So, we need a main goal and goals per level. End goal The end goal of the game will be to prevent the collapse...

Saturday, November 17, 2012

Continuing on the post I wrote yesterday, Brainstorming about Bubbles (Part 1), I will make some more decisions and brainstorm some more about elements to be used in "Burstin' Bubbles". Status OK, this is what I have so far; I will make a game in C++ (with SFML) called "Burstin' Bubbles" involving levels based on historical economic bubbles. I still don't have any idea what the mechanics will be, how long the game should be playable, what...

Wednesday, November 14, 2012

I've already begun brainstorming for the NHTV intake-assignment with the theme "Bubbles". I will explain the very short brainstorm-process I had, with colorful images and explanations of said process. Step 1. Write stuff down! Write down stuff about bubbles. Basically making a word-web, only more colorful and more messy. It works though. As you can see (and if you can read it), I wrote down words involving Bubbles, but also some things relevant...

Tuesday, November 13, 2012

Last Saturday I went to the view day of the NHTV to look at the IGAD-programmes. After a three hour travel I arrived in Breda, accompanied by Luc. We walked through the school to check out some student work and hear presentations about the Programming-courses and the 3D Visual Art-courses. I was mindblown by the quality of work delivered there and the Programming-courses fit and completed my dreams and ideas of what a capable Game Programmer should be able to do. Not only are there courses to teach Mathematics, C++ Programming, but also stuff like...
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