Pre Alpha week
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Hello, This week has been all about preparing for the pre alpha meeting. So this week I took the role as the member of the team to merge all our code into one. I thought this was going to be really easy and I would have had a lot of time to work on adding new features to our game, but I had a really hard time actually combining our code. The first problem that i stumbled upon was that on of the guys in my team did not understand the meaning of only committing and pushing working code, so I had a really fun time fixing his bugs. Including me there are three programmers in our team, it’s me who did the player and enemy classes as well as the game state class, and then we have the guy that made the tower class and lastly the guy who creates the grid system. We thought the grid system was had a lower implementation priority so I started with merging my enemies, enemy waves and player classes together with his tower and tower shop classes. After a lot of work and a lot of bug fixing I finally had something that could sort of be played. It is not really a game at this point, more like a level where you can try out some mechanics as you can’t lose and there is no challenge. I also implemented collision between the projectiles and the enemies, the enemies die in one shot which we will have to fix in the future.
here you can see the game in action, this screenshot is taken after I implemented some of our artists art. The trees in the picture are the towers, they loop through the entity vector until it finds an enemy that is both alive and in range and starts firing on it, after it is dead it repeats the loop until the enemies moves out of range or dies. The only thing the player can do is walk around and plant the towers. We also implemented a grid system so the towers can only be placed inside a free spot on the grid, the plan is to later use this grid when we implement path-finding. Next week we will have to implement some sort of power-up. We will also need some sort of fail state in the game before alpha. We will also implement a shooting mechanic for the player. //Oskar Hernberg
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