Video Game Development at the University of Michigan

Miscellaneous

 < 12

WSOFT: Now and into the Future II: A post-mortem of

Wolverine Soft for '04-'06

The way I see it, Wolverine Soft entered its second phase roughly two years ago, starting with the first 48 Hour contest in the spring of 2004. Before that, in its infancy, Wolverine Soft constantly struggled with organization and structure, and it nearly dissolved several times. Back in the winter of '04, our founder Ed Baraf sent a rather inflammatory email to the email list that resulted in a WSoft renaissance which carried WSoft into the second phase. The 48 Hour contest generated huge interest in the club, which led to a strong batch of new officers for…

Continue reading

Collision Detection and Response

Collision Detection

Checking for collisions in a video game is just like doing a search for a value in a given data structure. Instead of using a single value as a key, we are going to use the position and shape of an object together as a key to determine what other objects overlap the object being tested. One big difference here is that testing the equality of keys (testing if the shapes overlap rather than just testing values against each other) is much more computationally expensive as the complexity of your shapes increase. As in…

Continue reading

48 Hour Contest Advice

Intro/About

My name is Dave Ratti. I entered the 48 hour contest both times it was held while I was at UofM. My games were Marble Bandits and Blobby Waters. I now work in the Game Industry. I hope this article will be useful to those entering or thinking of entering the 48 hour contest. These are just my opinions and strategies that I formed from doing it twice. Some of my advice will pertain only to programmers but other advice will be more general that everyone can use.

Why Do the Contest?

The 48 hour contest…

Continue reading

A Postmortem of Air Hare

Note: I am writing this in early January 2005, which is a while after Air Hare was completed in early November 2004. I had wanted to write a postmortem of the project since before it was even complete, but I was incredibly busy with school when I completed the game. I figure this is better late than never, and I hope I don't leave anything out.


Background

Air Hare is a 2D action/platform game that I began working on in June 2004. I had the concept for the game months earlier and the motivation to make it was that…

Continue reading

Freedom Ship

What Went Right

  1. Good Coding Session

    The actual coding went by as quickly as it could have. I think that this happened for a couple of reasons. For one, although this is my first "finished" 2-D game - it's not my first attempt. I'm getting to be quite familiar with SDL and game coding in general. This definitely helped how fast I coded at least a working template. In addition, the environment I was in helped tremendously. Just being in a computer lab with a bunch of other people making games made my time…

Continue reading

Catch that Bug: The Importance of Testing in the Video Game

Industry

Abstract

Before any software product can be released to the general public, it must be thoroughly tested to ensure that it functions as originally intended.  For a piece of software that will be used in medicine, for example, testing a product thoroughly can mean the difference between a patient's life and death.  Testing is just as important in the gaming industry.  Although it might not be a matter of life and death, the shipping of a faulty product can hurt a company's sales and even tarnish the company's image.  Delivering a game that is both playable and…

Continue reading

What was Cineme 2004: Video Game Development Summit like?

What was Cineme 2004: Video Game Development Summit like you ask? Well, here is a quick summary of my experience, and view on Cineme 2004. The key parts I comment on are the: Ambience, People, Classes, Activities, Small Advertisement, and Speakers.

Ambience - The overall feel of Cineme: VGDS was nice. It seemed to be quite well organized, with everything east to get. The classes/lectures ran smoothly, and everything was well planned. The only thing that should have been different was there should have been more activities, and it should have been bigger.

Continue reading

WSOFT: Now and into the Future: A post-mortem of Wolverine

Soft for '03/'04

A post-mortem of Wolverine Soft for '03/'04

[Alex K. -- Originally, Ed just sent this to me for comment, but, after discussing it at length, we decided to it would be worthwhile to incorporate my thoughts into it as well and offer it up to the dev/announce list as a positive step (and helpful Guide) towards making WSoft fucking rock!] (Ed B. -- Anything without Alex K. in front of it is me, and, well, I threw in the "fucking" for good measure (the rest of his comments are un-edited) I realize this email is huge, so it will…

Continue reading

Wolverine Soft Bomberman

Background

"Wsoft Bomberman" (wbomb) was a simple 2D clone of the Super Bomberman games on SNES. The goals behind this game was to create a solid game engine that could be used for other 2D tile based games, and to help game development beginners to get a handle for things. We would then add network support and possibly AI controlled bombermen.

The games final build is available here: http://www-personal.umich.edu/~dratti/WBombFinal.zip

If you decide to muck around with the source code, or are interested in seeing how objects are handled, a small tutorial is available here: Continue reading

 < 12