Controlled Doses of Exceptional Blather

Tuesday, April 14, 2009

Hello World!

No, I haven't scrapped my game in favor of a whole new one again... Nor have I stripped down to a state of absolute simplicity. But, I've been without Internet access all week in the office and so have felt like an outcast. Funny, I had always thought that I wasn't so dependent on being "wired", but it felt like I had lost touch a bit. Ohh well, in the mean time I've made some excellent progress on my game I think...

Progress
Seems as I left things I was floundering around with some spotty enemy patrol AI. Well... my enemy patrol AI is still far from where it needs to be, but I have managed to improve it quite a bit. No longer will my enemy just fly off into nowhere... now at least he will focus on his goal destination and make his way in the right direction. Unfortunately, he'll kind of miss it and circle around it a ton of times until he finally accidentally gets close enough to be considered arrived, but it's closer. I think it'll be somewhat easy to fix this, I just need to tweak how often he's adjusting his bearings and correcting for misalignment.

I've also managed to make some improvements to the Input system I was using. The one I'd found was quite effective in handling Xbox controller and Keyboard inputs, but did not have any Mouse controls. I ended up adding those and it seems to work dandy now.

Most importantly however, I've put a great deal of time into organization and development of the modules and components that will control the game. This includes an Interface system which will now control the display of text info on the screen. I've also added a component-based Object system which will handle all the game objects that will populate the level. This includes the player ship(s), enemies, triggers and events, waypoints, sound effects, terrain, etc. They each inherit any number of component interfaces, such as Moveable, Physical, Audible, which identify how they interact with their surroundings. Ultimately, this will improve on the way the objects interact with each other because it will ensure that things that have no business effecting one another will be able to.

Finally, I've been working on adding some of the things that will add the zest to the game... weapons, armors, gear, an inventory system, money, etc. It's kind of ridiculous how much I've laid out in such little time. I hope to see some really cool results here shortly.

And Then...
I'll put a wee bit of time into the enemy patrol AI again tonight. I would like to see the enemy at least able to make it from point A to point B to point C smoothly before moving on. I'm relatively close to that now, so I anticipate finishing this up quickly tonight so that I can move on to more entertaining things, namely ...SHOOTING STUFF! As I mentioned, I have the architecture to manage the weapons and armor in place, I need simply integrate the controls so that weapons actually shoot. I also need to display the shooting somehow and generate bullets and then finally calculate the impact of the bullets and do damage. Lots to do, so little time. I'll keep me posted (being the only reader).

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