Posts tagged #game-assignment

Game Programming Patterns - State Management

This article was written in collaboration between myself, Daniel Ward, Finlay Brooker, Jimi Westerholm, and Igors Bogdanovs for an assignment. This is merely the hosting grounds!

All code examples are for C# with MonoGame. A .zip file is provided at the end of this article with a complete demonstration. The examples given in this article require a basic understanding of C#.

How do Typical Development Paradigms Fit?

When it comes to game development, it can be a bit harder for somebody who primarily focuses on application development

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Ethical Considerations

incidentally, I took the sail image from Wikipedia Commons...hey, it's free-to-use!

It's just like Animal Crossing...what's the problem? But then we remember that this is an online game, so I'll have to turn my thinking around anyway...

Online Play

It's no secret that the bulk of the issues with online games can be attributed to players: moderation is subjective and good moderation is expensive; there will always be loopholes or uncooperative users, even if the game itself is completely morally sound, there will be at least 1

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Day 2: The Legend of the Usable UI Library

Finding the Solution to a Consistent Gripe

There are a lot of things to love with MonoGame (and by extension, C#). Interfacing is not one of them. By that, I mean, there is absolutely nothing that MonoGame provides to deal with it, you must make use of an interfacing library or roll your own code...except, there are actually very few interfacing libraries for C# and the ones that do exist are either needlessly complex or completely lacking (but odd design choices make them difficult to

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Day 1: Project Structure & Network Considerations

Let's Begin Development!

Like any old programming project, we have to start from actually...making a project! Now, because Unnamed will be an online game, we'll need more than one project. There are three projects in total:

  1. The client: effectively a view for taking data from the server and passing input back.
  2. The server: the thing that the game logic will actually run on, alongside storing player data and islands.
  3. The core: functionality that is shared between the client/server and can function interoperably so a client with different specifications

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Day 0: Elevator Pitch

It Begins...

I've finally started the game development module of my course and have until the 17th of May to design and release a game!

The pre-requisites are pretty simple; the game must have a GUI, must implement the MVC design pattern (not really sure how this is applicable to games, but eh), consider ethical/security implications and make use of at least one of

  • Online Gameplay
  • a Physics Engine
  • Collision Detection
  • Multithreading
  • Artificial Intelligence

The project that I've decided on is one that I've had plans for quite a while now,

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