Chris Revell’s Blog

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Archive for the ‘Applied Game Development’ Category

Week 12

Posted by chrisrevell on May 4, 2009

the last week of the project. sad times.

more bug fixing and then the release.

we also have a presentation to make on Thursday May 7th to a lionhead studios which are coming to set on a panel and look at our game. which is scary but it will be good at the same time.

can’t wait for that  this week. also this week is my birthday on Friday 22 years old and the game we make will be a good birthday present which is can show off at my party.  

this is the second to last post as the next one with be final showing you the game.

until then Bye

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Week 10/11

Posted by chrisrevell on May 4, 2009

i have been busy in week ten doing a lot of other assignment that need doing as they have not been touch as i have been working on this. so i was planning in working on AGD in week 11.

Week 11 come and i have fallen ill, had a really bad stomach bug which i could not eat and been to weak to work and i have no energy to do any.

i know that my team were not happy with me not being there but i couldn’t help it and have said sorry for not being there during the debugging.

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Week 8/9

Posted by chrisrevell on May 4, 2009

the last week as the deadline is on Friday at 5 pm. so this week is getting ready for the alpha deadline. which is we have to get all the features working as we can’t not work on them after the Easter holiday’s.

i have been adding some new feature to the game so they might not be working properly but they can be finished in the Easter holidays.

so there has been a lot going on so much programming and a lot of late nights at University.

as there was a lot to do there were things braking all over the place when we add new features to the game which was slowing us doing the getting the build ready in time. so we had to drop features and as there was not the time to do it  

but we go a build in and working but not how we wanted about it was something.

 

Bye

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Week 7

Posted by chrisrevell on May 4, 2009

only a week to go. this week i have been doing the sound in  the game.

first i had a look in the Gamebryo documentation to see if they had a sound engine build it. which they did but i ask one of the lecture about it and he said they didn’t have the sound engine. which mean i have to get a free one.

while i looked for an sound engine i found FMOD which is a low level sound engine. i read the documentation first to see what i had to do get this working. so i got it all set up.

i found tutorial online to help me get all of it working. once i had the in game sound manger working. i started on add the the game sounds, first i but in a menu music and added button movement sounds so when you move up and down there is a sound played.

in game music was added to play on the start from the menu. i added a gear change sound so when you change gear it plays a nice sound.

and i put in a object collision sound with fuel boxes and repairs  and speed boost.

the best sound of all is my dickey horn sound which is the horn on the game. so much fun playing with that.

bye.

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Week 6

Posted by chrisrevell on April 8, 2009

Only 2 weeks to go to the alpha deadline where we have to have all the features in the game. last week i finished the acceleration, breaking, free running and gears change’s they have now been added in the project.

This week i have been doing the loading screen and doing a simple xml writer.

i got have been looking a lot at the Gamebryo simples. As the was only a lovely white screen was being loaded i through it was be nice to have some new better looking then the one that was loading.  so i put a splashscreen in the initialization pipeline and then a nice loading screen that was programming art which is always the best.

i really didn’t know how to do a xml write for the project so it can write the replay data to it.  as i have not done this before i did a bit of tutorial work on the matter at hand.

so i got this tutorial worked through it to get this xml working but in the end i got a simple one working but i feel that this was my first time doing this i have gained and like learning new things.

I think some one else will take over this for the project, but still have learn a lot and glad i have done this.

i have another video for you followers.

This has my acceleration and braking with free and gears, also there is my loading screen.

 

bye

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Week 5

Posted by chrisrevell on April 3, 2009

now on to week five of the project thing are starting to warm  up i have now moved on to programming in C++ which the really good and hope that my acceleration and breaking will go well into C++ but only this week will tell.

i started to make a the function prototypes in the header of our Vehicle class. i Added one for the Initiation,  Acceleration, Breaking and Free. i also but  member variables and variables as well.

when i finished putting in the code i got 46 errors, these errors were because i i didn’t put in some right variables and some other things.

i did have some really big problems with getting the controller to work with the code that i put in.  i had really put trouble getting the acceleration working.

first thing that i tried to do was to add a way of when the trigger is pressed it get’s how much the trigger is pressed. lightly then acceleration is slow and pressed hard then acceleration is hard.

but as i soon discovered that this was not working in the project so i cut the idea till i later data.

so i was left with only with this simple code:

if(controller one, right trigger pressed)// this is to hide Gamebryo code
    {
        Acceleration();
        m_kTrans += m_kForward * m_fSpeed;   
    }   

but i found after doing a lot of research that Gamebryo was running really fast so, it was going straight to the highest speed and gear as well.

so the way that i stop this was to was to time the speed but 0.0001:

float m_fNewSpeed = m_fSpeed + m_fAcceleration * currentTime * 0.0001;
    if(( m_bFree == true) &&(m_fNewSpeed * m_fSpeed <= 0.0f))
    {
        m_iGear = 1;
        m_fAcceleration = m_fAccelerations[m_iGear];
        m_fSpeed = 0.0f;
    }
    else
    {
        m_fSpeed = m_fNewSpeed;
    }

this slowed down the acceleration so that you could see the gear changes.
doing the Free running took a bit of time because i was having a off day.

else
    {
        Free();
        m_kTrans += -m_kForward * -m_fSpeed;
        if(m_fSpeed == 0.0f)
        {           
            m_iGear = 1;
            m_fAcceleration= 0.0f;
            m_fSpeed = 0.0f;
        }
    }

all i had to do was * time minus the speed of the car.
The breaking was the next thing on the list, this was easy to do.

{
        Brake();
        m_kTrans += -m_kForward * -m_fSpeed * 0.01f;
        if(m_fSpeed == 0.0f)
        {           
            m_iGear = 1;
            m_fAcceleration= 0.0f;
            m_fSpeed = 0.0f;
        }
    }

it was the same as the free but i had to add an extra  * so that the car slowed down.
As this was finished i could more onto the part of the project

i have a couple of videos this week.


my acceleration is not in the video’s as i could not get it in, in time before the videos was done.

 

bye

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Week 4

Posted by chrisrevell on April 3, 2009

Now on week 4 of the 12 week project. i have been coding on the Xna C# for the last week, been doing the acceleration, breaking and gears for the car. i have good news to report that the coding went well i didn’t have much in the way of errors and problems but i did the miss the semi colon  here and there.

i think there is going to be a problem when i look at this code and try and convert it into C++ which could give me some problems but we will have to see.

(i will post a screenshot of the final output)

like i said the one of my post i have another YouTube video for you.

this dose not have my acceleration yet but i has got some really good ideas to work on.

looking a bit more like a racing game.

bye.

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Week 3

Posted by chrisrevell on April 3, 2009

we are now in the third week of the Project all is looking good. last week i posted up a YouTube video of the current progress of the game(i hope by nest week i have another one to show you)

i completed the R&D report for this week. what i did for the report was look at different Subversion tools that are around.

the ones that i compared we good but not as good as perforce which i discovered that a lot of game companies  use’s. so i download the 2 user licenses and now are using it for my home Projects.

This week i have started to programme but not on Gamebryo but on Microsoft’s Xna. which is ok but i would have like to get started on Gamebryo but a lest i am programming which is always fun.

i have took what i have looked at and made my own code of the acceleration, breaking and gears.

next week posts will have code problems and how i have solved them.

bye.

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Week 2

Posted by chrisrevell on April 3, 2009

We are one week into the project for the Racing game. This week we got all the design documents back and all read them and but them into a big folder holder by the project leader.

Also we got assigned our arts from the other group which we have 5 so i am hoping that the art side of the game will look good.
we are planning to meet them next week in the pub to drink, discuses the game and what the art will be like.

As i said in my last blog i was doing some documentation work for the game. so will explain a little what i looked at and what i did.

firstly i start to play a couple of racing games on my Xbox 360 to get a look how it would go, this was the fun part of doing this :-) .
then i did some code research to have a look at different ways of coding the acceleration,barking and gear.
the document was a good two pages long.

I also did the game mode document as well(this i did put in my last blog that i was doing as i got the task late) this i researched a lot of racing game. i didn’t know at the time that there were so many mode for car games.

this document also turned out to be about 2-3 pages long.
All this writing was making me see how much goes into a game and how many people are working on it.

in the lecture that we have we have been looking at Subversion(SVN) because we are using it to upload so that we keep our old versions and add new version of our source code. what i look about it is that when you checkout the code you make changes to it when you check it in the only changes the code that your have changed and not the other code you have not touched.

i will writing a R&D report on SVN.

A bit of progress now.

This video is of our current game progress. not looking much like racing game but still good to watch.

i hope you watch the video and there well be more video coming soon.

bye.

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Week 1

Posted by chrisrevell on April 3, 2009

To day was the first lecture of our Applied Game Development (AGD) will will be working with Gamebryo Academic Edition Engine.
We were put into teams of 5 or 4’s and we are going to be working with the the other games course which is the art side.
my other teams mate are Johnny McCormack, Callum Abele, Stephen and another Johnny(but this Johnny left do to this eyes being bad)
We then got in to our groups and talked about the project and what ideas we had and come up with what the group has said.


 
We had to sort our roles out for the project. it was decided by the group was that i would be a programmer and bit of documentation writing.
For the first week we had to do some documentation for the project and research. i documentation that i did for this week the acceleration and breaking and gears for the car.I’m looking forward to getting my head down and doing some hardcore programming.

Bye.

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