Saturday, December 27, 2008

Day 5: Fire Away!

Project: Space Game (Untitled)
Code Budget: 120 Hours, 30 Spent
Media Budget: 200 Hours, 5 Spent
Day Breakdown: 5 Hours of Code

Well, Bullets are now flying. The bullet manager handles incoming and outgoing, straight and homing, and the ship AI was adjusted to handle 3 different firing mechanics. Bullets can be fired by the enemy ship based upon step intervals, fixed duration, or randomly: best part is that all of the information to control these aspects are already present in the XML Level Data I've been working so hard on.

I wasn't able to get into the collision detection portion of things as of yet as I just ran out of time tonight and it looks like it's going to have to wait until Monday. I'll only have about 5 hours to code on Sunday and I'd rather give myself more time to code in the collision detection.

While playing with the game today and looking at the Level Data I did notice something that I want to add in tomorrow: Ship Emitters! Right now individual ships have to be placed in the level, but adding in emitters would let me create an emitter that will spawn X number of ships at set intervals. The current level is described as 15 individual ships, but it could be described as 3 emitters. Also the Emitters could randomly pick from a list of provided ships and AIs helping to make levels a bit more random and unpredictable.

Goal For Tomorrow: Ship Emitters

Outgoing and Incoming Bullets, Some Player's are Homing


Incoming Homing Bullets, boy are they tough to dodge!

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