Posted on March 31, 2009 by Chris Mckellar
Tuesday 31st March – Ship Placement, New Grid, Scores
I spent most of today working out how to get the ship placement more like battleships. I needed a template for the Aircraft carrier like highlighting 3 cells. I initially made it so you select your cell and it places/sets the cell to the left of your [...]
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Posted on March 30, 2009 by Chris Mckellar
Monday 30th March – Game Logic +AI
Today I started by looking at Layer Manager which allows you to place backgrounds and sprites or any images close or further away from the screen. Behind or in front of each other. This gives the illusion of distance and depth. I created a target that will be used [...]
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Posted on March 29, 2009 by Chris Mckellar
Sunday 29th March – The start
Today I started my Battleships project, I started off by planning out what to do. I wrote down a few ideas for implementation of battleships. I decided to go with the approach of making one grid to start off with, this will make it easier for me to develop around. [...]
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Posted on March 28, 2009 by Chris Mckellar
After getting full approval on my Mobile Battleships Game i will start work on making it. I will be updating my progress in the form of development diarys i aim to get the game completely finished with bluetooth play in 1 week. I have planned out the different phases each with milestones to hit. Keep [...]
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Posted on March 22, 2009 by Chris Mckellar
With just one week to go until the alpha deadline we have been working nonstop to get all features in. After 3 or 4 weeks of going trying many different ways to get collision working with the artists bounding boxes Barry found out that it was his collision system that was at fault. He had [...]
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Posted on March 22, 2009 by Chris Mckellar
This week we got projectiles firing in game. This was great to see as we had a lot of troubles getting it to fire in the right direction. We have tiny XML working its loading profiles and weapon information in the form of unit testing. Barry got some basic AI working following nodes about the [...]
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Posted on March 22, 2009 by Chris Mckellar
This week I have been fixing my resource manager to work with meshes. To begin with I began passing in the mesh properties to the resource manager this was really inefficient and was a quick fix I didn’t like this way of doing it so I wrote a mesh class which would store the different [...]
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Posted on March 15, 2009 by Chris Mckellar
This week i got my Camera colliding with the terrain fixed. I have been having trouble with it for the past few weeks as it was nearly working and kept crashing. The problem was with the way i was working out my Get Height method the spacing was wrong and needed to be negated to [...]
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Posted on March 15, 2009 by Chris Mckellar
For the past 2 weeks i have been preparing for the demo scene presentations. We were given the task to create a small demo in the language of C with restrictions to 4kb of non-lib .data/.rodata. For this i wanted to recreate the game of life which i did in the first year in C# [...]
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Posted on March 15, 2009 by Chris Mckellar
This week we looked at different Design Paterns. A design pattern is a certain way of solving a problem that we expereince over time. They get refined over time and become a standard approach.In Object Orientated programming there is 3 main categories:
Creational – These relate to creating instances of classes
Structural – These relate to the [...]
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