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Our final assignment for Game Programming I is to recreate a mockup or clone of a classic arcade or console game, such as Frogger, Pacman, Tetris, Galaga, etc.
My partner in arms and I decided to challenge ourselves a bit and go for Legend of Zelda ’87. The holidays perhaps aren’t the ideal time for lots of coding, at least for a newbie like me!
Dev Diary:
Pre: Partner made an outline for a concept document with properties, behaviours and relationships
12/12: I filled in and completed the concept document
15/12: Met up and set up github. Partner implemented animations and I made hearts <span class='wp-smiley wp-emoji wp-emoji-heart' title='<3. Work time from 13:30 to 17:00
16/12: 14:00 – 19:00
Partner is handling player movement including diagonal movement and normalization.
I’m handling collision between player and hearts. I’m crying. Added item abstract class, added HeartCounter datamem and GetHearts() function to class Player. Created changes in GameState to handle collision cases.
We discussed having different vectors for different items in order to handle different pick up situations (eg it’s not just like in arkanoid where every item other than the first paddle added to the vector m_entities is a block. In our game we will have weapons, curative items, keys etc dropping that, while they all become invisible on player collision, need to do different things when collided with).
We decided we did not need different vectors due to the GetType() function for vectors. Instead we decided to make an abstract for Items and have diff item classes instantiate its sole function (for now), PickUp(). We will later add another function to the abstract class Item, Duration().

About Dee Majek
2014 Programming
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