C++ 2D Shooter project (Htbaa's Worklog)

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Worklogs > Htbaa's Worklogs > C++ 2D Shooter project > Milestone 3 almost done

Milestone 3 almost done

My third milestone is almost done. The third milestone consists of adding all power-ups, the power-up registration system, homing missiles and the 5th enemy.

All power-ups have been implemented so far, as well as the 5th enemy and the homing missiles. But for the last two parts there's enough work that needs to be done.

Missiles need to do some decent curving and should run out of fuel after a while so they won't stay on screen for eternity :-). To show if a missile belongs to the player or enemy I use different smoke trails. White for the player, red for the enemy. It gives a nice effect but currently it needs a LOT of optimization. Particle stuff drains your CPU. Well, badly written particles anyway ;-).

Besides optimizing smoke trails and the curving I don't want the missiles to fire instantly. Instead, they should drop down for only a split second before they start accelerating and searching for their target.

The missiles also search for not taken targets. So if you have 5 enemies on screen, and 5 missiles, they'll all take a different enemy. If you have more missiles, that's fine, it'll mean that the enemy only has to watch out for more missiles!

The 5th enemy also needs some work. I don't want it to move in a straight or diagonal line. He should freak you out instead! Good thing I just got myself a book about mathematics and physics for programmers. So I hope that book will help me out a bit.

There are also a couple of weird bugs left, but nothing serious.

Pffftt. Only a little longer and the 3rd milestone will be done. The next milestone will be a lot more fun. It's when I'll have to implement the stereo sound system and music playing, as well as the boss fight. I'll also finish the GUI in that milestone. So after that milestone the game has pretty much all gameplay elements implemented. After that all I have to do is get the online leaderboards working and start creating the actual content (levels, perhaps music?).

That may not sound as much, but the whole project has been spread in 9 milestones (10th is the release, I doesn't really count). All milestones contain an equal amount of work. So considering milestone 3 is ALMOST done, it might still take a while. Heck, this game might even be in development for a whole year!
(Posted on April, 6th 2008, 00:19)

Comments


Rincewind said:
Quote:
Missiles need to do some decent curving and should run out of fuel after a while so they won't stay on screen for eternity :-).
You could also just kill it when it goes off the screen, unless you want to enable the player to hit targets that haven't appeared yet?

Quote:
I don't want the missiles to fire instantly. Instead, they should drop down for only a split second before they start accelerating and searching for their target.

That's cool. Keep it up.
(Posted on April, 6th 2008, 14:44)


Htbaa said:
My level format is created in a way that it'll only spawn enemies when their time has come. So no problems in that. The problem is that I don't want enemy missiles to hunt you down for eternity. Currently, they are too precise so they'll always hit the player.
(Posted on April, 6th 2008, 16:26)


DTM said:
You're so organised :O milestones!
(Posted on April, 6th 2008, 19:54)


Htbaa said:
Good of me huh? :-p
(Posted on April, 6th 2008, 20:41)

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Worklogs > Htbaa's Worklogs > C++ 2D Shooter project > Milestone 3 almost done
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