Controlled Doses of Exceptional Blather

Monday, April 20, 2009

Strategic Disarray

No hard work comes without it's sweat. If the American revolutionaries hadn't perceived the majesty of what could be, and deemed the sacrifice required to attain it worthy of the End, then what would have come of so productive a nation? Bodybuilders don't get where they're at without a world of pain and sweat and sacrifice, and none of that stuff is fun...

I'm currently neck-deep in a tangled mess of coded treachery of my own design, trying to untangle the threads into something vaguely resembling order. Lucky for me, I actually enjoy the painfulness of it all. No, I'm not a masochist, I can just recognize and appreciate the painlessness of my pain. I'd much rather have to untangle 10,000 lines of code into some semblance of order than break my back building muscle... but then... maybe bodybuilders think the same way in reverse... (hrm... do bodybuilders think? ...hehe, I keed).

While it hasn't happened everyday, I have managed to find a couple days this past week where I was in just the right frame of mind to dig into the tangled web of disorder I've knit and do a little rearranging. This "right frame of mind" is hard to explain, as it's mostly just some sort of ability generated from the right mix of caffeine, sleepiness, boredom, and duty that allows me (dunno if I'm unique here or if it's possible for others to attain) to turn into a thoughtful, plotting, organized zombie of sorts. There's a mindlessness to it. I am nothing but thankful for whatever provokes me into this uber-productive all-understanding state, as I've managed to accomplish crazy things this past week.

Progress
I've been lost in a morass of organization and modularization of my projects. I've faced a massive lack of communication between my logical objects (ships, bullets, etc) and drawn objects (the sprites themselves). I've dealt with the enormous task of defining what constitutes a player or enemy... what constitutes their weapons, and how to allow them to interact with bullets of any given description to accommodate my goals... and a myriad of other things I would have thought at a glance to be hopelessly complex and time consuming. And yet, in the end, a couple weeks later I've got quite a nice framework to show for it! Unfortunately, it doesn't really show... yet... but it will allow for smooooth truckin' now. Why, last night I even got bullets to zip across the screen from my ship! Yeah, I know it's crazy. That was, actually, my goal of a few blogs back I think, but the path to get there was riddled with a hundred potholes and detours I had to traverse.

Hard Part's Over...?
I have guns, now I need to tune them! The bullet spawn slightly off-center. The guns don't have burst animations or anything (though I've already found quite the lovely sprite for this already) yet. What about bombs? What about explosions? What about missiles? What about different rates of fire, and dealing damage, and ricochets??!??!??!??!?! HUH?!! Well, it's all on in the plan. Ohh, and what about my crazy broken AI? I need to fix that too. I overhauled the whole enemy ship hierarchy... I overhauled pretty much everything... and it's working better so I think my AI will work better too... some day soon.

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