Tag Archives: game world

Game Dev Log

Game Dev Log – Project DG V. 0.0.3.X

Game Dev Log – Project DG


We divided version 0.0.3 into 3 parts, as we started out with the first revision, however we kept on tweaking it, but it wasn’t big enough of a change to call it a separate version :P. Ver. 0.0.3.X focused on platforms, collision detection, and camera control! which in my opinion changed the game a lot and made it somewhat “playable.” – Platforms

We had to program the platforms from scratch, meaning planning out their hierarchy and their structure, and in order to make the future easier, we decided to make a class called “world” or “map” in the future which will hold all of the platforms, and each of the platforms will hold objects such as dropped items, enemies, NPCs, and others.

platform-demo Platform demonstration

In this version, we tweaked the collision detection between the platforms and the objects, we also added more “dropped items.” The collision detection in were quite buggy, sometimes the character would just slide off the platform before it was even at the edge (if you look closely you will see it at the gif file of So we fixed that issue, we also checked the platform’s ability to hold dropped objects and update them within itself, so basically all of the “floating toilets” you see are objects that are handled within the platform itself! (and yes… its a floating toilet… i was bored 😛 ) platforms demonstration

Demonstrating platforms and dropped items project DG

Wheew…. ok… this… this is a big one 😀
Where do I start..? lol
Well, first, We created the first moving camera! now, the camera basically follows the character  and keeps it in the center, however it will not go underneath the first platform or to the left of the first platform (which is the origin of the coordinate system (0,0)). Next, we added more platforms for the first actual testing area!
there is one problem though, well one very VISIBLE problem lol, since the background is being drawn on the same layer as the game for now, it is moving with the character, exposing the empty green “canvas” behind it… this will be fixed once the background will get it’s own layer though! so nothing to worry about!

Game Dev Log v. added camera and more platforms

4 First Blocks

4 new BLOCK types! now implemented!

It had been a long time since the last time I posted, meanwhile, I finished all the boring stuff, such as vertices calculation, texture areas, animation handling, camera settings (temporarily, it just follows the character), and much much more. Now, I finally stopped using my “creations” such as the smiley face…. for the blocks, and finally got some real blocks from Dominick, (the blocks are presented above). We have dirt, grass, stone/rock, and gold. I am now working on loading and saving worlds, AI for the enemies, which is going surprisingly good! we have a walking slime, which can walk left, right, and rest when it decides to! the slime is friendly, and soon we will add aggressive enemies.

Biosphere V. 0.0.2 – Testing The Limits of The Game And Efficiency!

0.0.2 – Testing the Limits!

To start off, I simply made a lot of “planes” which are really just two triangles next to each other, and tested how many I can draw until it slows down and becomes unplayable. I drew around 3000 sprites (6000 triangles!), and it started to become laggy and not so smooth anymore, also, the game had really long loading time, which is OK since it has to “draw” so many triangles and also texture them and repeat that over and over again.

Moving the Camera!

I created a basic code just to test the camera and its movement and if everything works, basically all it did was move in a path, moving right, then downward, then back left, and then upward, making a closed path which repeats itself.


That’s all for today, for tomorrow I plan on making the “chunks” which will be one part out of three main world components, all this class will do is handle bunch of blocks saving a lot of time and effort.


BioSphere 0.0.1

Biosphere V. 0.0.1 – 2D Camera and Textures!

V 0.0.1 Beginning Programming!

Camera and World

After studying around and messing with OpenGL (ES) 2.0 for a while, I finally started working on the game! (Notice, this is my first time working with OpenGL (ES) 2.0, however, I have some experience working with 1.x) So the first thing I have done, was setting up a world! Now… whats the point of having a world… if you cant see it?! So luckily, the android platform has a “Matrix” class, which does Matrix camera calculation for you, which helps a lot!


The “Game Object”

So, Next up, I needed something to present in my “amazing” world, which is basically like a blue sheet of paper for now…. 😛 So to test out my camera, i made an object, and how original, I chose to call it “Game Object” since its an object…. in a GAME!! now the Game Object was a challenge, I had to map the coordinates of the object, both Texture and World coordinates, so the person playing wouldn’t see the character upside down or deformed in any way, so after making sure everything works with a static texture, I also made some functions to make the static texture dynamic, and able to change the position of each object. Once the texture is dynamic, I can make animation work, and running different images for different poses of the player of enemies!



So after we set up the first camera, set its dimensions, and made it 10 units tall by 20 units wide, I created a texture loading function, now what it does, is taking a simple png file, and “breaking it down” to pixels, and when we have the pixels ready, we re-draw each pixel in its certain position in the a 2D plane object using its UV coordinates which are its coordinates on the plane.



So all I did today was setting up the basics which are the world, camera, and a basic plane to be presented on screen.


I didn’t go much in depth with everything because there is a lot to talk about, if there is any kind of tutorial that you guys want, just leave it in the comments or email us directly at Games@isolatePixel.com