Wednesday, October 19, 2011

new additions

Recently added a few more game elements. Added a springboard which the player can bounce off of to achieve greater jump magnitudes. Also the main and most prominent addition is the advent of vertical scrolling. Which in-turn means that the levels can have a vertical depth rather than just a left to right and the end. Now I can implement levels that you can traverse vertically. This is something that will be needed for the final product and we will be showing in a video of very soon.

Friday, October 14, 2011

new additions

Added a random item scatter routine for the enemy class. Certain enemies will scatter coins and items at varying random direction vectors multiplied by velocities (all of which are affected by the physics algorithm) along an arc. This will also come in handy when adding the blood splatters which will work in the same manner, except the bloodSplatter (item/game object) is not collectable by the player(s) and will likely have a decay rate and be removed over time from the render routine to reduce processing time.

Tuesday, October 11, 2011

update

I’ve been cleaning up code tonight and removing superfluous code. As the game stands right now, I’ve added an enemies under attack queue. Which will show in the HUD which enemies are being attacked along with their HP meters and identifying animated profile graphic. Somewhat like the original Shank game. It’s coming along quite nicely. Code is streamlined. Taking a break for a bit since I’ve done a lot of programming tonight that makes the class objects relate more logically.

Tuesday, October 4, 2011

yikes

Cell animation is tedious work and more than I bargained for but it’s still coming along. These kind of blog updates are better suited for a twitter account but I rarely/never use the twitter feed as of yet. Maybe I should. And possibly add the live twitter feed to the website while I’m at it just to get myself away from this monotonous animation work.