Saturday, January 9, 2016

Blogpost Saturday (Friday) 9 January

Why hello there and welcome to another GJG blog!

I’d like to wish everyone the best of wishes for the coming year! Let’s make it a good one.

Everyone had a great vacation and Thomas even went to Portugal to enjoy Christmas with his family. Everyone still got his fingers attached to their hands and can still see right.
 Now that our vacation is over we are back on track on finishing up the game. The game is shaping up nicely with the cleanest of codes to ever be written.. that’s something we are going to focus on now, cleaning up our code so that it is readable for everyone and not just the person that wrote it. And what also helps with clean code is bug detection, and boy do we have some bugs. For example when the enemies collide with a wall or tree it is supposed to turn around and head in the opposite direction or a random direction based on how many turns it already made. But for some reason when it collides the sprite goes beyond the object and keeps turning around resulting in the enemies slowly dancing his way outside of the screen, weird. Another example of sloppy code what resulted in huge CPU usage was that someone (Mees) made a Console.Writeline statement inside the Update method without a condition, which resulted in, you guessed it, a LOT of strings contain “here” and “monsterroom”.
We would also like to mention how well git works when you don’t have much experience with it. It really is an awesome feature to have which screws over your code when someone else accidentally pushes something you are working on, or when you both work in the cs.proj file that the merge doesn’t work out and that you are to discard your own cs.proj edit and later add it again. Great stuff J.
We are progressing nicely and as the game enters its final stage I’d like to introduce some of the changes we made in the past couple of weeks. Enemies now wander around and based on a turn counter choose to wander sometimes facing a different direction, with this change it looks somewhat better as opposed to the mindless turning around. We now have different doors that unlock based on special conditions. For example we have the monster door that only opens up when the whole floor is cleared of enemies. Or treasure rooms that only open up if you have the key, keys are dropped by enemies or treasure chests. We now have some really cool sprites for the enemies, shopkeeper and the skunk! The animations are neat and fit really nicely in the game.
The coming weeks we are going to add the last parts of our game, finishing the last floor and adding the last enemies to the game, a couple of more items and the strong and scary final boss Khaur. Most of the time we are going to optimize the game, because on some of the less expensive laptops the game doesn’t run as smoothly as we would like and a game like this shouldn’t really be causing lag at this stage.
The coming weeks some of us also need to really pay attention to Mehdi, some of us didn’t pass the test for logica and need to step up their game for the coming weeks to pass the subject, to those I bid you good luck! The others of course congratulations on passing the test and not filling out all of the multiple choice questions.
And the group that plays Magic The Gathering continues to grow larger and larger, they finally had an even number of players, for reasons unknown that was especially important, then Mees decided he was also going to play the trading card game. I’m constantly getting pressured to also waste all of my money to buy the cards, unlike Diego who rather spends it on aesthetics than his actual deck. But upon seeing it getting played out it, looks really fun and the art work is something almost as good as Diego’s. The only problem I have is the cost of getting a decent deck.

Now that we are drawing to a close with this blogpost and heading into the final couple of weeks of this project I’d like to thank you all for reading and hope to see you next time around as we are going to give an update on all of the bugs that we have fixed. Until next time  

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