Creating the soundscape

In addition to being a programmer for the game, I was also designated Lead sound. While I’ve been mostly focused on the coding, I’ve also tried to think about what the soundscape of the game should be. I have some slight previous experience in making music and soundeffects in a program called sunvox, which is a tracker (modular synthesizer with pattern-based sequencer).

The Sunvox tracker

I wanted to make sure that all sounds in the game where consistent for everything in the game, so I tried to make a small set of instruments to use as a base. Then, I used this small set of tools together with some small effects to create some diversity in the sounds while keeping them consistent.

An example is that I’ve used a noise generator pretty heavily (to the point where I’m a bit worried that I’ve over-used it), and then adding slight reverb effects and such to make them different. That way, the sounds of the Vines dissapearing follow the same theme as the worms rumble, but they have a distinct difference.

When designing the background music, I experimented a lot to create a sound that sounded mysterious and wondrous to match our aesthetics goals of the game. Then, for the Win and Lose music, I used the same Instrument, but built a more happy/victorious sound for the Win-music, and a dissonant sound for the Death sound.

Especially for the Lose sound I feel I did well, the dissonant background music together with the sound of wings fluttering off into the distance (again made with the noise generator), felt really good. Since it uses the same instrument as the normal background music, it can be used as a fade in when the player dies.

All in all, I’ve not worked quite as much as I should have on the sound part of my duties, but in the end it turned out well. I’ve definitely learned a lot about sound design and also more specifically the program SunVox. I feel a lot more confident in being able to produce at least adequate sound effects and music from scratch.

Node Based movement of Enemies


I have been working on a system for node based movement for enemies. This makes it so that an enemies path is decided by putting out Game Objects in the scene called nodes. When an enemy has two or more nodes it will then move between the nodes in sequence at a set speed.



The script first makes sure that enough nodes are in the array for movement to work, otherwise it logs an error. If there are 2 or more nodes in the Nodes array, it first sets the position of the enemy to the first node in the list, and then sets the second one as the current target. Then I use the Vector3.moveTowards() function to move towards that node. When a node is reached, I increment the current target index, using modulo over the array length to wrap around if at the end, and then set that as the next target.


Before this, we had to make each enemy individually, with different scripts attached for different kinds of movement. I wanted to generalize the code for the enemies more, and after a bit of thought and some testing, I designed this node based system.

This way, making complex patterns for an enemy to move in is as simple as putting all the points of that path out into the editor window, and then dragging them all into the scripts ‘Nodes’ array. This makes testing of different paths a lot easier and faster, which makes testing different patterns faster and more approachable. Having this system removes the task of coding from the task of game design, so that they can be improved in parallell instead of being dependent on each other.

Moving forward, I have looked at how to make the movement and curvature of the path smoother withouth having to “spam” nodes. Another related thing I would like to do is to add properties to the nodes which affect how the enemies move to the next node, such as acceleration, subpatterns like moving to the next node in a wave patterns and so on. For the alpha however, this is enough to start testing which patterns are interesting, and which additions to the nodes that would be most interesting to implement next.

The Adamite engine, first groundwork and laying out future plans

the current vague plan looks a bit like this:

This blog is here to document my thoughts and my progress on projects I’m making. The first such project is creating an engine for the course “game programming in 2D”, which I’m currently doing at the GAME education on Uppsala University, campus Gotland.

In the course we’ll be using C++ and SDL2  to create a game engine. I’ve chosen to not follow our course director Jerry’s design, which uses raw-pointers and new-delete architecture. Instead I’ve decided to keep to what we’ve learned in earlier courses, and use proper encapsulation in classes with constructors and destructors.

To that end, I’ve started out by taking an earlier architecture that we created in the first programming course, and adapting it more to my style while also using precompiled headers, which we did not do in that course:

(commit 5204386)

Some changes I’ve done to what we did in the earlier course is that I’ve clumped the renderer together with the Window class, and made them into a RenderWindow class. This is mostly out of convenience since I can’t see that I’ll be needing several renders in one Window at this time, and if I need to change it, I can still keep the RenderWindow interface the same, and just factor out the Render functionality into it’s own class.
Another change is that I use precompiled headers, which Jerry is using in this course, but we didn’t use them in the earlier course.

Looking forward, there are a number of things that need to be thought out and implemented, but the current vague plan looks a bit like this:

  • Make a SpriteManager, Sprites, and later on animations of some sort, probably based off of code I’ve seen from one of my upperclassmen.
  • Make a Soundmanager.
  • Make some sort of Entity/GameObject hierarchy, my current thinking is that I’ll create a Component system where I have two abstract interfaces IComponent and IGameObject, where the IGameObject holds a list of updateable IComponents and iterates through that list each update.
    The main problems I’ve thought of with this is how to manage the communications between Components.
  • Some form of decoupling between each domain, my first thoughts were to copy the SDL/SFML Event structure of having a class that contains a type enum, and a union of data structs, which holds the data for whatever event has occurred. However, seeing the ServiceLocator Pattern used in the lectures, and later researching it more, made me interested in trying to use that instead. This requires some more experimenting and thought before deciding.
  • Since SDL doesn’t have it’s own time handling system like SFML does, I’m thinking of trying to use std::chrono for handling time in my engine, but I need to research how it works more first.
  • Loading of files, both for textures, sound, and for my own objects. As I’m thinking of making the game tilebased, a way of loading maps (made in TilEd, for example), would be great. Also being able to specify animations, enemy data, build specifications that can be used in ObjectFactories for example.

Looking at the game I want to make, it will be a Rouge-like, probably tilebased (using TilEd), and based in a post-apocalyptic future where rouge AI’s have killed off most/all humans. The player will play as an AI robot which at the start of the game has just gained concsioussness, and has no idea where they are, or what to do.
I’ll create some “main story” hook, but the ideal setting would be similar to the bethesda rpg’s, where the main story line can be almost entirely ignored in favor of just exploring the world and finding cool stuff and events.

This page probably needs some editing still, but I want to get started coding now, so if this message is here when you read this post, I never got around to editing it =P.

Edit1: I did edit it a bit, it’s a bit messy, but I think I’ll leave it as is, because I could be writing code instead of editing blogposts =).

(Why adamite? it looks cool, and it’s a mineral that begins with an A: