Monday, November 29, 2010
Lock On System
Wilson and I have been assigned to work on the Lock-on System of the ship. This has proved much harder than we initially expected. We really need to get together with the team and talk about how we want the system to work as our initial attempt to get it to work was not as detailed as we would have liked. I also came up with a cool idea of having the targeted ship glow red as opposed to drawing something around the ship which we weren't sure how to do. If ships simply had a boolean we could toggle to indicate if they were locked on to and then just emit the glow I think it would both look cool, and simplify a lot of coding.
Tuesday, November 16, 2010
Pause and Onwards
We've got the pause screen working almost perfectly, there's one odd bug when you go back to the game from the options screen, but we're working on that.
The next step is to get radar and a lock on system working in preparation for the AI. We talked about it a bunch today in class, and Wilson and I are going to start working on the lock-on system for our next sprint once we finish the current one.
The next step is to get radar and a lock on system working in preparation for the AI. We talked about it a bunch today in class, and Wilson and I are going to start working on the lock-on system for our next sprint once we finish the current one.
Tuesday, November 9, 2010
Continuing Onwards!
For our second sprint Wilson and I have been tasked with getting the screens we made in the previous sprint to actually have functionality as well as making a new pause option for the game screen. At this point we've made progress on both counts working separately and together, although the pause screen is coming along very well and should hopefully be pretty much done.
Functionality for the options will be a bit trickier since most of those functions aren't yet in game. We're likely going to make and use placeholders.
Functionality for the options will be a bit trickier since most of those functions aren't yet in game. We're likely going to make and use placeholders.
Thursday, November 4, 2010
New Screen
The controller customization screen has been set up with a nice graphic of an XBox 360 controller and 3 built in layouts for the user to pick from. I think we're going to stick with layouts as opposed to letting the user completely map their own controls since it's both easier, and there really shouldn't be all that much with the controls to change. The sticks are going to have to be used for movement regardless, so all that's left really is Thrust, and firing lasers and pods.
We did have an issue with the SVN attempting to commit the code though and lost quite a bit of it, which was frustrating. We rewrote it, but we're going to continue being cautions when committing as this isn't the first time it's been wonky.
We also had a really great discussion of how the ships are going to work and I think we've settled on the idea of multiple balanced ships that you pick amongst per mission. I was originally for 1 ship that upgraded and could be modified, but I think this idea will actually work really well and should make things a lot simpler to manage.
We did have an issue with the SVN attempting to commit the code though and lost quite a bit of it, which was frustrating. We rewrote it, but we're going to continue being cautions when committing as this isn't the first time it's been wonky.
We also had a really great discussion of how the ships are going to work and I think we've settled on the idea of multiple balanced ships that you pick amongst per mission. I was originally for 1 ship that upgraded and could be modified, but I think this idea will actually work really well and should make things a lot simpler to manage.
Tuesday, November 2, 2010
Options!
We've got the options menu functioning really, really well. I'm really happy with it. It's always nice to see your code work out so well and have a really nice result. For Thursday we're going to get the controller layouts working. With these up and running it should allow us to easily customize the game as we advance.
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