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After completing my little Pong project, I'm moving forward to trying my hands on a "Snake" clone. I'll be trying out SFML for managing windows, graphics, input, and sound. The graphics and gameplay will be simple to start, and then I plan to go through a number of improvements to make it feel semi-professional (as much as I'm capable on my own!). As I build it, I'll keep all the source code over on my GitHub account. And of course, I'll blog about my experiences here along the way!
My final blog post on my snake game, Garden of Eating! Version 2.0 has been available here on gamedev.net, as well as on my GitHub account, for the past few weeks. In the meantime, I've been busy creating a series of videos on its development. I think it acts as a decent point of …
In my last blog post, I revealed that the story mode campaign for Garden of Eating was complete. Following some clean-up, I've released the game as version 2.0!
Check out my Youtube video spotlighting the game. And keep in touch on my Youtube channel for ongoing content. I'm curren…
So my last entry was way back in mid-November. Just before Age of Empires II: Definitive Edition was released and fully distracted me from finishing this game. :(
But I got back to it in January, and finally have the Adam's Revenge campaign completed! I've also added in the level s…
Since my last entry, I've worked out the level design through six levels worth. During that time, I added a few more food types and features that I thought would add some variety to the game:
- Added cherries, oranges, and pears -- purely for variety.
- Added bananas, which make the snak…
In my last entry, I was in the midst of working through the opening cut-scene, and fixing some of the cut-scene playback issues I discovered during that process. Since then, I've completed some extra features that I think will make story mode actually kinda fun:
- Updates to the food spawn t…
Since my last entry, I've worked through a rough cut of the opening cut-scene for story mode in the Garden of Eating. I still have to work some details on the way the maps look, but I'm otherwise happy with the way things are going.
I had thought that cut-scene playback was working without …
Last weekend I was still thinking through how I wanted to store all the map, texture, and sound assets for cut-scenes. Since then I've managed to work through the asset management, and have completed playback of the opening cut-scenes for levels in story mode. There are a few things coding-wis…
I've worked through loading of cut-scene data from the JSON files, and am now figuring out how I want to load cut-scene assets. I'm mostly typing up this blog entry as a way of documenting this to myself. Cause thinking through this is a little bit hard. ?
When you hear "cut-scene", you mi…
Since my last update, I've added dangers / traps to story mode. I've also added some minor visual enhancements, and have rough versions of the first three levels of the story mode campaign.
I figured I'd release an early alpha version of story mode at this point, which you can find here: h…
I've been quiet here on gamedev for the past two weeks, but only because I've been busy getting story mode operational. Since my last update, I've managed to get all the core aspects of story mode functioning. Referring back to my wiki page on GitHub, I've completed points 1 through 3 and poin…
Since my last update, I've primarily been working on a way to load all the assets of a level in an asynchronous manner. Having the assets get loaded into memory (or the GPU for textures) in a separate thread allows the game to display the loading status while the player waits. This obviously i…
Not a particularly exciting update, but since it's been a week since my last post I felt the need to check in. I've completed the initial version of the JSON loaders for map files and campaign / level files. I wanted it to be easy for myself (and anyone else looking to create their own levels)…
I started up a wiki over on my GitHub account describing the story mode design for The Garden of Eating. I'm looking forward to implementing all of that, but the first step in getting there is dealing with the file system and JSON parsing.
I was originally thinking I'd just have a "campaign…
As of last night, I managed to complete everything I wanted for the basic game. The menu system is in place, all the game options are working, there's a full screen option, and I worked through some minor issues that I wanted to address. Full source code, and the 1.1 release, are available on …
The most basic version of my SFML "Snake" clone is now playable, including background music and some rudimentary sound effects. (The "eating an apple" sound was literally just me making a mouth sound. I guess that makes me an "ASMRtist"?)
I tagged this as "snake_1_0_0" over on my Githu…
Here's our snake, zipping around the field waiting for an apple to appear. ?
Keeping track of the snake's body as it moves and turns was the trickier part of this, so I think I'm over the hump as far as the basic game goes. Now I just need to add apples, and keeping track of the snake l…
I've worked out the initial artwork for my "Snake" clone, and it doesn't look at all how I imagine it in my head. ? But that's okay for now -- it puts me in a place where I can get to work coding the game play, and seeing how it looks on the screen.
I drew the snake body segments in Photosh…
So far, things are looking just fine trying out SFML. (Though I'm wondering why there isn't a tag for it here...)
The Visual Studio setup tutorial over on their website strongly cautions that you need to match the download version to your version of Visual C++. As of this moment, their lat…