Summary
Full Transcript
00:00 - Preroll 00:55 - Greetings 02:04 - Assignment Demo / Overview 08:42 - Detailed Specification 09:09 - Assets 09:45 - Player Animations / Movement 13:07 - Player Collisions 14:03 - Player Health 14:26 - Player Invincibility Frames 16:55 - Other Entities 18:07 - Player Attacking 20:07 - NPC Entities 21:51 - Tiles 22:22 - Camera Views (Follow / Room) 23:53 - Room Calculations 29:25 - Misc Controls 29:47 - Assets File 30:45 - Level File 32:57 - Room / Grid Calculations 36:16 - Tile Specification 36:56 - NPC Specification 37:35 - Patrol AI 39:44 - Follow AI 41:53 - Recommended Feature Implementation Order 42:51 - 1) Player Movement 44:58 - 2) Load Level 46:55 - 3) Spawn Player 47:10 - 4) Camera System 48:58 - 5) Spawn Sword 50:50 - 6) Player Attacking / Collision / HP 51:32 - 7) Animation System 51:54 - 8) Patrol / Follow AI 57:30 - 9) Line Intersection 58:10 - 10) Entity Intersection 1:05:27 - 11) Follow AI Line of Sight 1:05:36 - 12) Invincibility Status 1:06:48 - 13) Hearth Pickups 1:07:00 - 14) Black Tile Teleporting 1:08:53 - Custom Level File 1:09:31 - Outro Memorial University - Computer Science 4300 - Fall 2022 Intro to Game Programming Professor: David Churchill - http://www.cs.mun.ca/~dchurchill/ This is a course for students interested in learning the fundamentals of game programming and game engine architecture. Topics include an introduction to: vector math for games, rendering, animation, and artificial intelligence, collision detection, game physics, and user-interfaces. Students will be writing fully functional games using an ECS (Entities, Components, Systems) architecture, using the C++ programming language and the SFML graphics library. Course Assignments / Files will not be released publicly
