Why hello
there, and welcome to another GJG blog!
Today we
are going to write about some of the fun stuff we did past weeks and update you
about the current state of Trippindicular(name change was imminent). We decided that Soren: The Forgotten
Chronicles was a bit too cheesy and went with a (what we believe to be a )
better name.
Let’s kick
off with all the fun we had the last two weeks.
Our weekly
meeting with the tutor started off well, three out of seven people of our group
we’re on time! Of course this would never happen again. After the meeting we
went onward to head-butt (at least I did) ourselves against a wall to come-up
with some enemies. The next day everyone was rather busy with coding (except
Diego :), what a fine piece of art this guy is). And again not everyone was
present on time at our meeting (which means by the rules we’ve set: the person
who’s late buys everyone a beer), so we were already looking forward to Friday.
That Friday we went to test our Makey Makey controller. And it worked with the
first try! After we’ve had confirmed it worked we went onward to get a couple
of alcoholic beverages, which we’re free for the most of us (thanks Bram and
Thomas). We went to the bar and had some
fun times. We discovered that Mees’ internet is so bad that he actually didn’t
know what twitch.tv is (can you believe it?). After we’ve explained all the
dank memes to Mees and said goodbye to Thomas, who went home early because he was
going to celebrate the birthday of his dad with his grandma the next day, we
went to the KFC. Filled up with all those sweet chicken wings we wandered
around town some more before heading home after a fun day.
At our next
meeting with our tutor everyone was on time (like it should be of course!),
this meant no free beers sadly. After
having discussed the game-design document and reviewing the agenda we noticed
that we lacked some (okay, a lot) hours on our log. So that meant we had a lot
of catching up to do this week. And as I am writing this I can say that we almost
caught up with our schedule. Now that we
spent almost all Tuesday coding we went to discuss it the next day. We had a
fun bugs in where the enemy spammed the attack projectile which caused the game
to crash if the enemy attacked for a long time, it luckily didn’t take too long
to discover what caused it (the projectile only went invisible and was still
stored in the memory, oops!).
Now that we’re
done with the fun part we can engage in the more serious part of this blog.
Let’s begin
with the class structures. Level loading is handled in a class called
levelloader(surprise!), which loads the level from a text file. The text file
is interpreted in a switch case where each letter/number represents a certain tile,
enemy or player. The order in which the floor is divided in rooms is handled in
the floorbuilder, which randomly generates a certain path between the rooms
which is solvable. The way this works is that the random floor generator takes
a critical path and uses this path to at least generate a solvable floor and
produces other random rooms (like treasure rooms and such) around it.
The libraries
we use are produced by non-other than our own Martin Anthony Boers! The library
contains all sorts of useful classes. There are all kinds of classes for all
kinds of GameObjects, classes for Loaders and many more.
As mentioned
earlier, we tested the Makey Makey controller and feel like we can explain this
concept somewhat more. The controller works in such a way that it responds to
electronic signals produced by the cables that are connected to the controller.
The beauty of this is that you can use almost anything to produce these
signals. The way we are going to implement this is by 3D printing (thanks for
the service Bram) some sort of controller which goes on to the arm, from where
you can manage the player’s inventory and attacks (we’re still in debate on how
to handle the way you can move inside the game).
Now that we
are drawing near to the end of this post we would like to thank you for reading
this and hope to see you next time round.
No comments:
Post a Comment