Feb 20 2008
Day two
Filed under Game development by Jussi Lepistö
Like yesterday, I didn’t get what I wanted to done, but did get as much done as I wanted to.
Summary of today’s accomplishments:
- Physics simulation for all objects, thanks to Chipmunk (see screenshot #1 below)
- Units can now shoot, but turns don’t change yet (screenshot #2)
- Input mapping is done in a really nice, general and configurable way, though still needs more work, but that will be for later (this took quite a while to write)
- Lots and lots of structuring and cleanup of code
I’m really, really enjoying working on this project. Most problems feel bite-sized unlike the hurdles I was facing with complex 3D graphics. My current plan is to continue making smaller projects to ease my way to more complex projects. Along the way, I can start collecting and consolidating common pieces of code for the games, and hopefully end up with a much better game engine than the one I used to work on. For the next project I’m probably going to use at least some 3D graphics. After that… who knows. But first I will, of course, finish this one. I want to show I can get at least something released after too many years.
One feature I was going to write about this morning but forgot is the turn system. I’m not going to implement a traditional I-go-you-go (alternating turns) system, but not a we-go (simultaneous turns) system either. What I have in mind is very similar to what I’ve only seen one game, Titans of Steel do. The idea is that each action takes some amount of time, and you get a turn each time your action is done. What this means in practice is that if player A has a light tank capable of shooting one round per second with its light gun, and player B has a heavy tank firing one round per five seconds with its heavy gun, player A gets five times as many turns as player B. On the other hand, player B’s gun will probably do a lot more damage and create much bigger explosions than player A’s gun. And Player A’s tank is probably faster. This should give you some alternative strategies to choose from, and heavier tanks will not be absolutely better.
Tomorrow will probably be a bit slower on the gamedev front as I have people to meet and other things to do, but I’ll still probably get at least something done. And keep you updated, of course.
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