Thursday, March 5, 2009

Day 4 Results

Estimated time spent: 6.5 hours

Less than half of the time allotted remains. Today I accomplished both a huge task and a small one. The small one is piece rotation. The big one is path finding. Once you build a connected path to the top of the waterline, it will detect it, and if it is connected to the diver (pink dot) at the bottom, then it will highlight all connected paths in ugly magenta.

Doing this involved a giant recursive function, running through and adding onto a tree of pipes. This means that now my code can now detect the win condition. Detecting items will be easy.

Tomorrow (or maybe Friday) will be a big day: I will add items (easy), a scoring system (easy), a gui (medium), a menu system (medium), and a map editor/XML reader (hard). If I get all of that done as planned, then the last 2 days will be mostly content generation: lots of art, making some levels with the editor, and adding sound effects/music. I'm cutting it a bit close but I think it's within reach.

7 comments:

Jayenkai said...

Menu's/Frontends tend to suck the most time out of a project.
Your best bet is to come up with a default, and try to stick with it.. I've recently gone for the NES Style of Title up top, Highscore down below, Push to Start. (And online highscore table when I feel it'd work.) It does the job, and gets the player in, and that's pretty much all you need.

It might be a nice idea to setup a default titlescreen that allows for a nice fullscreen image to do most of the work for you. (What with you being a decent artist, with a proper tablet, and all.. Mine would suck, so I'm sticking to text!!) Then maybe have a separate logo on top.

Oh, and if you start to run out of time, there's nothing wrong with random levels :D

Knight of Day said...

Dude, I'm just excited to see how this all works out. I've never been able to watch a step-by-step process of game design before. It's really pretty cool. Gotta admit, Swarmer, I'm very interested to see what your second project will be!

-Knight of Day

Knight of Day said...

Btw just read your comment back on day 3, and I do think that eventually the guy should get to the top. But what about the bends? lol

Jayenkai said...

Look at the image from Day 1. He's not swimming, he's breathing through the pipe, like a not-too-deep, not-needing-tank scuba dude would.

Obviously, he'd drown anyway, because there's holes all over the pipe, but.. it's a game!! Games exist in their own little illogical world, where frogs instantly drown in water, and blue hedgehogs can run faster than the speed of sound..

Speaking of which, remix the Sonic Drowning music, when time's nearly up :)

swarmer said...

lol. yeah, I probably won't get around to doing anything about the holes in the pipes. I might just change the model so that there's a metal box around each pipe, and they fit together modularly. That would also remove the floating pipe effect (when the pipe image doesn't touch the bottom of the tile).

The title screen shouldn't be too difficult to implement, since HGE already has a simple menu tutorial that looks easy to use.

Random levels might be easier, but I'm worried that it would generate some impossible levels.

Singer said...

Does the highlighting function for a 'win' path highlight more than just the direct winning path? it seems like more paths are magenta in the example picture than necessary.

What is a recursive function? I totally forget.

Jayenkai said...

It's the complete pipe, and all connected pipes to it. It wouldn't be impossible to find a single simple path from A to B, some simple pathfinding would do that.. But, in all honesty, it's not really needed.

If you added multiple breathers, you could get these magenta paths to vanish, ala lines in Tetris.. That'd f' the player's paths right up!! ;)

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