Tuesday, May 29, 2012

Less Lispy

I have massively reduced the number of parenthesis in the code. I started using the C# built-in getters/setters and it's really made the code easier to read despite that I was avoiding them for just that reason. Collisions are still not perfect, and I'm tempted to add new sprites for a third and fourth player and maybe it set it up so it'd be possible, but I'm running out of official time to work on it. It's pretty good timing, but I wish I had a little more to work on that the giant leap it'd require to add more players. Also the controls would be difficult to figure out. Still, the code looks nicer now.

Thursday, May 10, 2012

Now With Color

I'm rapidly slashing through the bugs. Still have the giant bug of collisions left, but I'll get to it next week and that should finish off my current list. I redid the controls to be more Mac-friendly, but I do not like them as much as the previous controls. I did add colors to the controls page and it wasn't as bad as I thought it might have been. I was going for a minimalist design, but oh well. Looks nice.

Saturday, May 5, 2012

More And Yet More

So, it looks like there is still a lot left to do. I've made a few updates already, particles look less threatening and you can lay fewer mines. The controls are a lot different, too, to support Mac users, but I fear they are not a very good choice of keys. I still need to update the instructions to reflect the new keys. Still a bunch of fixes left, especially collisions. Which I suppose is good because I still have 5 weeks of this project left.

Thursday, April 26, 2012

// This is a comment

I just spent the last few hours commenting up nearly every line of my code. I also took out some useless methods and fixed a few things. Apparently I didn't even need the GameCamera class at all. Finally there are comments in the code, though it probably would have been better if I had done it earlier.

Thursday, March 22, 2012

Complete

The game is complete!

I edited the sounds and added a mute button. The sounds are still pretty terrible, but they work. I'm hoping the volume is good, too. It's all undocumented and uncommented, but it's done. And I'm pretty happy with it.

Thursday, March 15, 2012

Stay on Target!

Well, everything's done except audio. It's in, but it needs some cleanup and a mute button. I'll have to spruce up the images to fit the button unfortunately. There goes my minimalist design again. I'll see what happens. Next week is also my last week to work on it. It looks great though, except one bug where if you're terribly unlucky, you get stuck in a wall. Also, there are no comments...

Friday, March 9, 2012

No One Can Hear You Scream In Space

Well, I've added sounds. They're pretty terrible, but they grow on you. Potentially. I'll add a mute option soon. Almost everything is complete. I just need to limit your bomb capacity. I made the bombs pop after some time. I need to test if that's the best way. Hopefully I can actually play against someone this weekend. Too bad the bomb thing isn't in yet otherwise they'd pretty much be testing the complete product.

Saturday, March 3, 2012

Particles!

The game is really coming along. It's almost completely done. Some tweaks here and there. I even added particles! Everything looks great! I might need to tweak them just a tad though.






Thursday, February 23, 2012

Open Fire!

The game now features landmines and lasers. They are currently uncapped on the lasers, so go nuts. I might add a cap later, but right now, it's pretty fun to spam them. The art turned out better than I thought. The landmines are hard to tell when they are armed, maybe that's a good thing. You pretty much can't go over them as soon as they are planted anyway. Lots of object recycling. Oh, and a massive collision fix. A lot is left, but the game is almost gameworthy.

Tuesday, February 14, 2012

Blinky, Pinky, Inky and More Blinky

The animations for the fences are in, so that means art is pretty much done except for some fonts or particles. Unfortunately, collisions aren't all the way in yet, but progress was made on that, too. It might need a lot of work. There might be a bunch of refactoring to do, too. I'm not 100% happy with a few classes. But for now, everything looks cool at least.

Saturday, February 11, 2012

MainMeu Up!

I now have a main menu. It's actually pretty nice looking. It's a tad bit more cluttered than I wanted it to be so I could keyboard controls. But here's what I came up with:

Here's a screenshot of it in action:
The ships are in game, and they can move, but not well. I think my next task will be binding them in the world's box. Maybe I'll have art for that soon, too.

Wednesday, February 8, 2012

LogCat is Log!

I've made the logcat much better. It's really awesome now actually. But I've also introduced screen switching and now the players are on screen and moving. I need to decide to say Scene all the time instead of Screen. I'm worried I'm making Player class do too much or perhaps somethings in Player really belong in Ship. It's not too hard to figure out, I think. I might have been overzealous with encapsulation. Everything is pretty clean so far though. Really proud of that Logcat...

Sunday, February 5, 2012

Art!

I can say with great certainty that I am no artist. I tried doing some cool line art, but gave up because the resolution is just too high or something, the images are too big and it looked bad. The art is still all lines, but a lot more complicated. So, I guess, ironically, I am too bad of an artist to make a simple design. I decided to go for color, too. While I initially envisioned something more laserful for the lasers, they looked too plain, so I added some missileness to them. I'll probably redo the art later, but I think they look pretty good actually. Though it took a lot longer to make these than I would have expected.



I also created the solution. There's a window drawing and all that fun stuff. Because of my work on capstone, it should be a breeze to get this game up and running. I already figured out how to make things load and draw since I've had to do it in both 2D and 3D already for that. We should start to see the beginnings of the game soon.

Monday, January 23, 2012

More and yet more!

I'm slowly putting together a UML diagram and laying out the design and code. Progress has been made! The UML diagram makes everything look much cleaner, I approve. I don't know if it's really UML, but it's certainly something!

Saturday, January 21, 2012

Blog up!

Well, the blog, Perforce, and wiki are up. I'm getting everything up and designing it out. XNA should make this a simple task. I'm impressed with the games people were able to make before without these tools. My biggest worry is running out of things to do, but I might be speaking too soon. I guess I can add features. I created an eight week plan. Beginning with this week. I suppose it'd be better if weeks ran from Saturday to Friday. So I guess we can consider the start today. If I'll run out of weeks, we'll consider the end Sunday. I'm not sure if I'm supposed to make a straight copy of Omega Race or my own version, but I'm sure it'll be different over time anyway.