Tuesday, February 22, 2011
Arcade mode
I made a framework for the logic flow of the arcade mode, this is essentially managment of spawning ships as well as keeping track of several timers and ships alive. as of now if the capships AI were completed it should be done.
Wednesday, February 16, 2011
1 more week to beta
Over the last week or two I've finished out implementing the logic of all three of the tactical pods.
Big Bomb Pod: farily self explanetory, will track your targeted ship and when it explodes does AOE damage too all ships nearby.
Gravity Pod: Also a tracking pod, when it hits a ship it pull on all ships around it and if any ships get too close to the center they are destroyed in the awesome gravitatious energy.
Slow Pod: Tracked to target, slows down all enemies based on their distance to the pod.
To accommodate all these pod types I had to implement a system to manage your active tactical pod and cycle through them.
Big Bomb Pod: farily self explanetory, will track your targeted ship and when it explodes does AOE damage too all ships nearby.
Gravity Pod: Also a tracking pod, when it hits a ship it pull on all ships around it and if any ships get too close to the center they are destroyed in the awesome gravitatious energy.
Slow Pod: Tracked to target, slows down all enemies based on their distance to the pod.
To accommodate all these pod types I had to implement a system to manage your active tactical pod and cycle through them.
Sunday, February 6, 2011
Spring Semester Catch-Up
So an update for this semester to this point, because I think this is possibly the first time I've gotten around
to blogging:
1) Pod System was originally completed in the 3.1 version of the game. Pods could be looted fired, consumed and such and stability was maintained.
2) The moved to 4.0 killed a lot of the previous code and much work as gone into just recreating the pods in 4.0, basic pods are now completely re-implemented in 4.0, including looting.
3) For the past two sprints I've been assigned to the collision system with felix that was completely redone and optimized. The world is now divided into smaller subsections we call grid objects, these gird object build a list of objects that reside within themselves and the collision is only ran on these objects. It is a fairly simple theory, but was exceptionally complex to implement.
4) while number 3 was only the collision detection, we had to implement the collision handling. We decided to as a standard have lower ranked entities handle collision against all higher ranked entities. So lasers must know how to collide with everything, but nothing has to have code to collide with a laser, because that is already handled by the laser. It's a hard to enforce rule, but with felix and I writing 95% of collision code it should work out.
to blogging:
1) Pod System was originally completed in the 3.1 version of the game. Pods could be looted fired, consumed and such and stability was maintained.
2) The moved to 4.0 killed a lot of the previous code and much work as gone into just recreating the pods in 4.0, basic pods are now completely re-implemented in 4.0, including looting.
3) For the past two sprints I've been assigned to the collision system with felix that was completely redone and optimized. The world is now divided into smaller subsections we call grid objects, these gird object build a list of objects that reside within themselves and the collision is only ran on these objects. It is a fairly simple theory, but was exceptionally complex to implement.
4) while number 3 was only the collision detection, we had to implement the collision handling. We decided to as a standard have lower ranked entities handle collision against all higher ranked entities. So lasers must know how to collide with everything, but nothing has to have code to collide with a laser, because that is already handled by the laser. It's a hard to enforce rule, but with felix and I writing 95% of collision code it should work out.
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