Wednesday, October 27, 2010

Back to the Blogging

I've been somewhat lax in my blogging so I will attempt to summarize what has happened since my last post. After the voting process 3 games were chosen. Those game being: Gravity Shift, Twin-stick dota commando or some other morphing name, and then my teams game "Ununpentium: A Space Fighter Game" which I'm still hoping changes as my team, I believe, knows.

Shipwrecked seemed to be cursed by it's small target audience and somewhat lack luster gameplay. Although I believe it is the kind of game that I would enjoy thoroughly, I can easily see how most would not. In any case, onwards we go.

Ununpentium, it sounds like something Intel will come out with after the i7, but alas it is not. After deciding to essentially scrap the prototype that was put together by the pitch team we began to plot out where we thought we could start. The original prototype will likely contain a lot of code that eventually gets put into the new project but it was essentially in one large unorganized file. It has been somewhat of a daunting task to just begin the project. I quickly sketched a class structure for the elements of a game and also a control flow for how we would update and manage the states of the game last week and we've been working off that as a basis. It is far from a perfect design and will likely change greatly, but the general consensus has been that we have to start somewhere and start making mistakes before we can fix them. This will have much more added to it, but here is a diagram of the classes that I put together:

This is far from a complete structure but it does allow for a lot of growth to occur with little to no interruption to the preexisting classes.

Until today there has not been a clear division of work and Felix and James have put in the majority of actual code. I also have added several other classes and put in simple member variables and such where I could see it was clear they were needed, but have been hesitant to work on something that will become some other person's responsibility. Today though we have all been given much more specific tasks and I am responsible for getting the ship class put together. This will likely be challenging because it involves a lot of what to me is complex 3d model translations. Also we have a very well thought out menu system but we still do not have the ability to get into any sort of a game play situation which makes testing my classes impossible for now.

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