Keep 'Em Coming!!
Wow, this is easily the most consecutive updating I've done to this thing since I started it a year or more ago. Crazy! I'll take that as a sign that my plan to simplify my goals was a success, and also that my plan for a simpler overall game design was a success. I'm progressing with far more tangible result than I was at a much greater rate of return. :D
Progress
Last night I got off work early, so I had a chance to dig into my code a bit. First, I tackled the scaling of the camera, and with a little effort I managed to get it to cooperate with me. A little tuning, and it behaved much like I wanted... when the player increases speed the camera slowly pans out to reveal more of their surroundings. I'm quite pleased with the result, though it will probably require some fine tuning down the line so that it feels a bit more "tight".
My scaling work wasn't without trouble though... I found that there was a discrepancy with the way the ship itself was being scaled. The problem was... it wasn't. When the camera would scale the ship would remain the same. It took a bit of doing, but I was able to streamline the bridge between them and it works as intended now.
Finally, I addressed the parallax scrolling of the map. It was irksome before that my stars in the background scrolled along with the mock landscape I made when I wanted them to be a static background. Well, I managed to resolve this also, where background layers with a scroll value of 0 would no longer pan with the camera, and the result of this was also quite pleasing. :)
As one last thing (see, I accomplished a lot for one night :P) I began looking into restricting the camera within the map boundaries, and I came close to it working properly. With little effort tonight I should have it squared away.
And Then
Next time I sit down at the computer, I will fix the camera movement restrictions. As mentioned above, I've got most of it done, so it will be a quick and easy fix. Then, I will restrict the ship's movements to within the map boundary also. This will be a very simple fix and probably require very little time. I need to simple check whether they're within bounds, and if they're not, reverse their direction/angle! Piece of cake!
So... what to work on next? Hmm. With those things done I'll have a nice little enclosed playground to work in. The possibilities are endless! I think what will give me the greatest return at this point will probably be to start working on enemy ships. This will entail drawing one or more, figuring out where to spawn them, figuring out how to control them (really looking forward to AI coding!), and working on the mechanics behind weaponry. Lots of fun stuff ahead, I'm really looking forward to playing around with these toys a bit. :)
Progress
Last night I got off work early, so I had a chance to dig into my code a bit. First, I tackled the scaling of the camera, and with a little effort I managed to get it to cooperate with me. A little tuning, and it behaved much like I wanted... when the player increases speed the camera slowly pans out to reveal more of their surroundings. I'm quite pleased with the result, though it will probably require some fine tuning down the line so that it feels a bit more "tight".
My scaling work wasn't without trouble though... I found that there was a discrepancy with the way the ship itself was being scaled. The problem was... it wasn't. When the camera would scale the ship would remain the same. It took a bit of doing, but I was able to streamline the bridge between them and it works as intended now.
Finally, I addressed the parallax scrolling of the map. It was irksome before that my stars in the background scrolled along with the mock landscape I made when I wanted them to be a static background. Well, I managed to resolve this also, where background layers with a scroll value of 0 would no longer pan with the camera, and the result of this was also quite pleasing. :)
As one last thing (see, I accomplished a lot for one night :P) I began looking into restricting the camera within the map boundaries, and I came close to it working properly. With little effort tonight I should have it squared away.
And Then
Next time I sit down at the computer, I will fix the camera movement restrictions. As mentioned above, I've got most of it done, so it will be a quick and easy fix. Then, I will restrict the ship's movements to within the map boundary also. This will be a very simple fix and probably require very little time. I need to simple check whether they're within bounds, and if they're not, reverse their direction/angle! Piece of cake!
So... what to work on next? Hmm. With those things done I'll have a nice little enclosed playground to work in. The possibilities are endless! I think what will give me the greatest return at this point will probably be to start working on enemy ships. This will entail drawing one or more, figuring out where to spawn them, figuring out how to control them (really looking forward to AI coding!), and working on the mechanics behind weaponry. Lots of fun stuff ahead, I'm really looking forward to playing around with these toys a bit. :)

0 Comments:
Post a Comment
Subscribe to Post Comments [Atom]
<< Home