Sunday, December 11, 2011
ESE and Karts for Kids: Success!
Thursday, December 8, 2011
ESE and Karts for Kids
Need a study break? Join the SGD on Sunday for our end of semester expo! Come play four games created by students over the last semester, and while your at it, prove you worth by out racing everyone in a SGD and ACM sponsored Mario Kart Tournament. Entrance to the tournament is just $10, and all proceeds go towards benefiting Child's Play!
The event will be held:
Sunday, December 11th from 11am-2pm
in Thornton D221
If you want to donate using a credit card you can do so using the widget below. All money collected here will be sent directly to Child's Play without going through us. All we will see is the name you enter so that we let you in to the tournament. In order to enter you will need to donate at least $10.
Sunday, November 13, 2011
Mid Semester Update
- Kinect Pong has made good progress, and are now reading in a moving skeleton from the Kinect and letting you bounce a ball back and forth off a wall.
- Sequence has a test level going where you can match and extend the pattern that the game gives you.
- Marblematic has a working 3D scene using the Ogre3D graphics engine, with some great lighting and shadows. Next up will come physics and track building mechanics.
- Beat Descent has beat detection working and lets you fly around a test dungeon while playing random tracks off of your computer.
- Node Defense has a working tile engine and some basic tower mechanics set up.
Friday, October 14, 2011
Mid-Semester Expo
Friday, September 9, 2011
XNA Crash Course
Sunday, August 28, 2011
Pitch Meeting Scheduled!
Thursday, April 14, 2011
iPhone App Development
-The language used in iOS development is Objective-C with Cocoa. Whether or not you like this language, there are quickly increasing number of tutorials of how it works.
- In order to develop iOS games, you'll need a Mac (sorry PC-users) and Xcode, the IDE for creating iPhone, iPad, and Mac applications. Xcode is a great IDE that comes with an interface builder and one of the best developer documentations around. You can either buy it from the Mac App store (about 5 bucks at time of writing) or you can download it for free if you are a member of the iOS or Mac Developer Program (which is $99 a year and allows you to distribute the game through the store).
- iPhone App and Game Development relies heavily on the Model-View-Controller software architecture, which divides programs into three parts:
-- Models- These are abstractions of data or data structures. For games, some examples of this would include characters, items, enemies, and levels.
--Views- These are the physical representation that the user sees. The art and animations of what was listed above are good examples of views as well as the menus and help screens.
-- Controllers- These link the actions of the user to the program. The models and views can be changed based on what the controllers detect from the users.
The controllers is probably the hardest part to grasp for a new iOS developer. It is a lot more than writing code for when a player presses a button. Everything on the screen inherits from the UIView class, and each of these can have a ViewController. If the player rotates the device, a ViewController is responsible for managing how the screen flips or adjusts. If the player presses on an enemy, the enemy's ViewController reads this and alters the enemy accordingly.
This should be enough for a good start in developing for iOS.
Wednesday, March 2, 2011
T-Cubed Update
Saturday, February 19, 2011
The Onion Development Model
- Director is lazy or distracted
- The development environment sucks
- The project idea fails to motivate people to work hard
- The project is reliant on a single feature or person
- Project has too large of a scope
Wednesday, February 9, 2011
Galaxy Raider Spring Semester 2011 Update #1
Galaxy Raider, SGD's epic 3D air/space fighter game, is off to an exciting start this semester. During the last semester, many of the core mechanics were implemented and now the team is working hard to improve and add to the existing content and codebase.
Started as a year-long project, the Galaxy Raider team is still going strong after a rough first semester, with some returning and even more new members, we can expect great things from Galaxy Raider this year. Initially using a previously programmed 3D graphics engine and terrain editor as a framework, the Galaxy Raider team began the work of building a complete game last semester.
Previous Content:
-Physics and player movement
-First weapon and damage system
-Player Ship model
-Original Music
-Original Storyline
Over winter break and during the last few weeks, Galaxy Raider has continued to progress and add new features, some of which are listed below.
New Feature List:
-Auto-targeting laser weapon
-Early stages of a particle engine
-Some basic AI
-Main menu system
-Optimized game engine
Even more features are yet to be added, stay tuned for future updates from Galaxy Raider and the rest of the SGD projects.
Sunday, February 6, 2011
The Flat Red Ball game engine
Flat Red Ball is a game engine for games developed in XNA. Currently 2 SGD projects – Moves and Virtuoso - are using the engine in their projects, and one other – Colors – used it last semester. It has also been used for projects such as the Android version of Steambirds, a popular game originally developed in Flash.
Another big advantage to Flat Red Ball is the amount of tools for content creation. FRB has numerous tools to create sprites, animations, tiles, and levels. This makes it much easier to integrate this content into the game – creating a level in the level editor makes an XML file with all the data, which is then read into the game.
From a programming standpoint, FRB provides two main structures, Entities and Screens, to manage all the parts of the game, as well as a way to organize these structures, known as Glue. Entities are basically FRB’s definition of an object; if there is logic for an in game object, it is an entity. The biggest difference is the inclusion of a manager, an automatically created object that handles all of the entities added to it. Screens are exactly what they sound like – objects to hold all the data in any given “screen” in your game (such as the menu, level, etc). You use screens to add all the objects and entities to the game, as well as manage some of the logic necessary for the objects in the screen to interact. Glue is an IDE much like Visual Studio, but designed specifically for FRB. It makes adding and editing entities and screens much simpler than just doing it straight from FRB, though it is not necessary to use the engine.
All of these extra tools, however, come at a cost. While entities and screens are quite useful, it definitely makes the learning curve for FRB very steep. In addition, all the extra tools are completely separate applications, not one big one. Each of these applications works differently, and each one is integrated into the game in a different way. The result is a fairly clunky combination of tools that are fairly difficult to use all at once, even if they simplify the individual components greatly.
To download the FRB engine, or to get more information on what FRB can do and tutorials on how to do it, check out their website at http://www.flatredball.com/frb/blog/.
Friday, February 4, 2011
Internship Opportunity -- TeeGee
Last night Tom Giedgowd, a student at the Darden School, came by to pitch some internship opportunities for his startup company developing customizable teddy bears.
Tuesday, January 25, 2011
Spring 2011 Pitch Meeting
Join us for the first meeting of the semester. The Spring 2011 Pitch Meeting will be held on Thursday, January 27th at 5 pm in Olsson 009. Experienced members of the club will pitch five new projects with positions available for programmers, artists, designers, and musicians. If you're not currently a member of the club, this is a great opportunity to see what we're about and get involved in making games. If you're already a member, make sure to try to make it as well, because this is you're best chance to see what projects we'll be working on and to get in on a team.