Frogger Dev. Post 01
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So, the major assignment of the Programming course has started. Basically you get paired up with another person in the class and the two of you have to make a game toghether using the SDL library, C++ and some good old fashioned teamwork. I was paired up with Herman who is a pretty nice guy all things considered (actually most of the people in the class are pretty nice). At first we were unsure about what game to pick but we got it down to two choices. Final Fantasy or Frogger. Now, when I say Final Fantasy, I don’t mean the entire game but most likely the intro sequence (I’m also talking about the first ones on the NES not Final Fantasy XVII or something, that would be insane, partially because I’ve barely played that game), but it doesn’t matter because you can probably guess the game we chose based on the title of this post… While making a Final Fantasy-esque game would be possible and a very useful experience it would be a little bit too complicated as a first project. Not to mention that it had to be done in about three weeks time. Just to make the map system work as intended would probably take our entire christmas holiday so instead we chose to do something seemingly simpler and do it well. The two of us split the work into four stages that we were to work in. Today was the day when we actually started working, Herman started out by adding his GameObject and Vector2 files to the project base that I made the day before while I started working on the gamestates. Later on Herman did the Drawman (Drawmanager) and PlayerObject. My work on the gamestates was pretty confusing sometimes, but I managed to set it up pretty well. Eventually I did run into problems concerning the update function on the Gamestate (the one that you use when you play the game), I wasn’t entierly sure about how I was to make it take data from the Engine and use it. This is something I will have to think about tomorrow however. |