Sunday, March 8, 2009

Day 5 Results

Estimated time spent:  7 hours

Sorry for the delay.  I didn't have time to work on this in the past 2 days.  I'm falling a bit behind.  I implemented map loading, which took a bit longer than I thought.  I wasted a couple of hours trying to work with tinyXML and trying to make a simple map editor.  I then realized I was wasting my time, since my file format could be so simple.  Here's what I ended up with for my file format (click to enlarge):


Just a grid of single characters representing each type of tile.  My "map editor" is now Notepad.  The header containing '16' and '12' is just the width and height of the grid.  

I cleaned up a lot of my code, and I can just drag and drop in new levels, so most of the hard engine work is done.  I just have to add the objective part of the game: scoring, automating the change to a different level, and win/lose/reset.  I'll also need to add in variable breather code and the point tiles. 

I'm cutting into my planned art time, so this isn't going to look as pretty as I planned.  

5 comments:

Jayenkai said...

\o/ YEAY!!! ASCII MAPS!! WOOT!!! \o/

Get used to those handy little fellas, they'll be useful for all kinds of things.
And come 3 or 4 projects time, you'll have given up using nicely presented Symbol Lists, and just be blindly plonking bits and pieces into a grid :)

XML might look nice, but it's quicker to type a box of ascii.
..
And, honestly, you can see the map in the ascii.. So, to me, that looks much nicer!

Next step, learn all the Alt+number combos so you can type
- + | ┐ └ ┌ ┘ ├ ┴ ┬ ┤ .. and # for a wall :D

(Font dependent, of course!)

swarmer said...

lol. I'm glad I'm on the right track. I think I'll replace the 0s with a period or something else that's small, so I can see the important things better. And those unicode pipes are awesome.

Jayenkai said...

Not even unicode.. ASCII's had them in the upper 128 for years.

http://www.ascii.ws/images/extended-ascii.gif

Singer said...

It looks good; are you planning on keeping the pink gridlines? I like that the pipes can 'hang' when they're hooked onto another pipe correctly.

As for another possible twist, you could have some levels where some bad piping is already done and you've got to work your way around the messed up pipes.

Knight of Day said...

This is really coming along. I can't wait to play the beta! ^^

No other comments, really. A lot of this day's work is way over my head, but from what I can understand, it seems like it works: the simplest solution is oftentimes the best.

Ttyl!

-Knight of Day

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