Holiday coding

Filed under Game development by Jussi Lepistö

As promised (to myself and readers), I have continued game development during the holidays. Not much, mind you, I’ve mostly been enjoying the chance of being lazy for a change, but it’s something, and I hope I don’t get any more months-long breaks in the near future. :)

I have been working on Artillery Brawl, with stuff that was left incomplete when I stopped working on it in July. I haven’t started on prototyping shooting yet, because I have some related stuff to do first. I have completely changed the units are represented in the code. Instead of a single entity for a unit, there are now several entities for the different parts of a unit; body, turret, later tracks and wheels. To keep all these together, I made a component (an entity is composed of components) that groups several entities together, so I can still essentially handle the unit as a single entity. At least to me, it’s a very clean solution, as all these features are in self-contained components, with the entity only containing components which it doesn’t know about. At some point, I’m going to have to write about my final entity system in detail, but first I need to actually finish it…

After this change is complete, I will probably work on fixing shell collisions and then move on to particle systems, camera improvements and other stuff related to trying to make shooting fun.

Happy belated holidays, everyone!

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