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An Archived Managed World This blog has moved to http://www.managed-world.com/blog

I know I was shooting to get the lives system implemented last night, but I wasn't able to do so because I needed to fill out a bunch of paperwork and do some general catch up on some other tasks (non game-development related, that is). So tonight was my first opportunity to work on Spaceballs since Tuesday night.

I'm proud to say that not only did I get done what I was shooting for (multiple lives for the player as well as the "Get Ready, Set, Go!" countdown at the beginning), I also got done a lot more. I love the feeling of being very productive because the architecture and framework just enables you to be productive :). With the way I had implemented my state management (combined with existence of my new Task Manager), I was able to finish the GameOverState as well as add a death animation for when the player dies. I also added a bunch of prompts throughout play and stuff. What a great feeling!

Now with lives, respawning, death, death animation, game over, etc. all implemented, the functionality and flow of the gameplay is _literally_ feature complete now (must haves + nice to haves). Now I can move on to adding the new enemies, power ups, and such (read: all the fun stuff). I find myself getting more and more confident with each coding session (of getting something fun and complete done by the deadline, not of winning (especially with all the other fun games being done)).

I do have some cleanup left to do after tonight's coding session. This just involves creating a quick UI component that can be re-shared between the various GameStates I have for the Scoreboard area (Score + Lives + Prompt/Possible Message To User). That should take almost no time at all. Perhaps after that I will do a release of the binaries and source for all of you to download (maybe tomorrow night?). Regardless, sharing code and binaries is very easy for me since I have a script that automates the cleanup of the source code, generation of release notes, and creation of the zip files for me.

Once I'm able to do that, I'm hoping that starting tomorrow night and ending sometime Saturday, I can create and finish a HomingSpaceball (charges after the ship wherever you go) and a WanderingSpaceball (moves in random directions). If I'm able to get those done, I would like to extend the HomingSpaceball to break up into four smaller spaceballs when it is destroyed. That should add some more fun to the game.

Now, in the miraculous case that I'm able to get all that done this weekend, I will move on to adding a new weapon (which will require me to finally create a new Weapon class and change my firing mechanism around a bit (once again, shouldn't take that long)) that you will automatically upgrade to at 10k points. When that is finished, the next step will be adding bombs to the player's arsenal that will destroy all spaceballs that are in play when it is dropped. Holy cow, if I could get all that done (even by next Tuesday or Wednesday), I would _REALLY_ be cooking along toward my goal. Perhaps then I could start doing some play testing.

Until next time, that's how the cookie crumbles :).

Posted on Thursday, June 8, 2006 7:41 PM Game Development | Back to top


Comments on this post: Spaceballs - Day 22 - Meet My Friend Mister Reaper

# re: Spaceballs - Day 22 - Meet My Friend Mister Reaper
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Wow Jason, looks like you're going to be able pull the handle on the ol' recliner, tuck those hands behind your head and just coast into the finish line!

This game of yours is sounding awesome!

I took a look at the source control program you pointed me to, but holy cow I am a noob when it comes to server lingo. I got WAY overwhelmed so I shelved it to look at again after the competition.

I was hoping to be able to beat you in posting my source up first, but I'm not sure I'm ready to share just yet so if you do indeed get yours up in the next day or so you'll have beat one of my own personal goals you fink! What kind of Jedi mind games are you playing?

Keep up the good work, we're in the final stretch!
Left by George on Jun 11, 2006 6:33 PM

# re: Spaceballs - Day 22 - Meet My Friend Mister Reaper
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Congratulations on the progress so far. I've only just discovered your blog and the competition, perhaps next time I'll get involved (if there is a next time). I'm looking forward to checking out your source code to see how you've structured the game (I'm anally retentive when it comes to design, standards, best practise, etc so that kind of thing interests me). Are you using FxCop and NUnit for the development? If so how does NUnit work in practise for game development?
Left by Colmeister on Jun 11, 2006 10:04 PM

# re: Spaceballs - Day 22 - Meet My Friend Mister Reaper
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George -

Thanks man :). It's not quite fun yet when playing. I still have quite a bit of work to do in that vein. I am thinking that after I clean up the code some more, maybe I'll release the first version of the source code sometime this week.


Colmeister -

thanks! You're not the only one that is AR when it comes to code design, best practices, etc. I'm not currently using FxCop (bad Jason, bad Jason!). I am using NUnit though (fairly frequently).

NUnit works quite well for testing in game development. However, you do have to structure your code especially well to be able to unit test it in the context of game development. With game development, when you can be processing tons of frames per second, you _have_ to be able to mock well in order to properly test your code.

If I release the source code later this week, perhaps you can get an idea how I'm doing my testing. Currently, only the non-UI components are tested. However, since I've separated out my View from my Model/Controller, all the _important_ stuff is still begin tested since my views are largely just dumb sprites.
Left by Jason Olson on Jun 12, 2006 7:13 AM

# re: Spaceballs - Day 22 - Meet My Friend Mister Reaper
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play games
have fun
Left by zena2002 on Feb 04, 2010 2:26 AM

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