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"Wave logic"
Owner: morduun
Showcase Entry: Vapem!
Total Entries: 4
morduun
Entry: 4
11/16/2002
06:42 PM
Alright, so nobody thought I'd actually STOP tinkering with the engine, but I did add a couple of cool new boss weapons (fighter hangars and asteroid guns!) that I couldn't resist putting in, and some more of the frills are done. Two weeks to go, and basically all I have left to do are level and mothership designs! While a new mothership design requires an entirely new bitmap and from 20-40 lines of code, I don't need to code any new logic, as mothership pieces are all nice and modular now.

Oh, and for all you Looney Tunes fans out there, keep an eye out for Gossamer! Mwa, ha, ha!!!
morduun
Entry: 3
10/18/2002
12:17 AM
Engine's done. I've been tweaking a lot more than I like to (yeah, yeah, feeping creaturism, I know), but I've got game modes down and lots of cool attack patterns for aliens now. Balancing difficulty should be a breeze now that I've got everything data-driven, and between the XML file I'm using to define level parameters (and yes, I'm converting it into data statements for the competition!) and the little editor I whipped up to create nice big game structures (and yes, it's saving and loading data statements too!), the only real stuff left to do are frills, mostly.

Those frills include end-level bonuses (for % kills), lots more bosses, lots more platforms and caves, a nicer in-game help screen, a redone theme for bosses using the same chipwaves I've got in the main theme now, and maybe an options screen. Maybe not. ;)

Amusing sidenote: the source code is now officially larger than the bitmap I'm allowed to use... and that's not including type definitions or data statements!
morduun
Entry: 2
10/03/2002
01:50 AM
Wave logic actually works as of right now: I just played through the first two levels from beginning to end, and it was awesome! The game throws waves of fighters, platform mazes, and nasty combinations of the two at you until you've passed through the requirements for the level and meet the boss in their arena at the end of the level! The furball is hilarious; I had it tuned a little too difficult the first time through and the sheer number of attackers and enemy fire flying across the screen made me laugh out loud!

Not many coding chores left now -- one bug with the gun emplacements, a new temporary powerup, maybe a way to store temporary powerups instead of using them on contact, and then the simple intro screen and menu system (which I'll probably steal from Private Stick, hehehe!) and then there's nothing left but making levels and boss ships!
morduun
Entry: 1
10/02/2002
01:36 AM
Didn't want to create explicit levels for Vapem, so instead I'm creating a system of random levels, where each level has a range of different types of waves before you meet the level boss. Up until now I've just been creating everything as a demonstration -- platforms, guided missiles and aerial combatants. That kitchen-sink stage is now what I'm calling an assault stage, and there'll be a random number of those for most levels. Now I've added another stage, though -- an aerial furball, where there's no platforms, but there's a bunch more aerial combatants instead.

I'll be adding a 'trench run' mode that removes aerial combatants entirely but gives you harder platforms to navigate, as well as a cute little surprise I'm saving for later. And naturally, on top of all that, I'll be adding the smooth transition to the arena fights with the various motherships.
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