I made it to Week 2! Three more to go.
Today has been a good day. I started the day off by playing some Mega Man 10 for enemy and bullet reference. I typically like to start my day by doing something I enjoy and end my day by doing something I enjoy. This can consist of watching an episode or two of a TV show on Netflix or Hulu or playing a game for a little bit. Lately I’ve been watching The Office and playing Dragon Quest IX. :3
Anyways, after I played Mega Man for a little bit, I dove right into coding.
Code Galore (Increasing Object Orientedness & Bullets)!
I overhauled the inheritance structure of my code, which should be super useful in the coming days. Basically, the structure before was just to suite the basics. My game objects consisted of Player object and a Level object which contained Tile objects. I’ve now extended this to the following: a Level object still contains Tiles, a base-class called Object now contains a position, texture information, width & height, and some other minor information. A subclass, called Entity, extends Object and contains information like velocity, acceleration, and some other related things. Player objects now extend Entity and a new class called Enemy also extends Entity.
I also spent a lot of time working on adding bullet firing from the player. That means there is now a Bullet class that extends Entity. I also created a Group class that works kind of like Flixel’s FlxGroup. It contains a list of objects and allows the user to add and remove them. I also added input from the controller & keyboard for firing bullets. I am close to getting bullets firing, as I just need to display them and continue expand upon the way the Group class manages bullets. Once they are displaying I’ll implement collision detection for bullets.
I also changed the background of the game to white, which suites the game much better. You can now see the grid lines below in the editor. I also changed the fire color to something more firey.


Organizing What’s Left to Do
In an attempt to better organize what I am working on, I created a Master List of what’s left to do. I am sure I am missing stuff and that they will shift around, but here’s a basic idea of what’s left:
Week 2
- get bullets firing from the player
- implement enemies with simple AI
- refine collision detection
- work on the first batch of enemy sprites
- work on preliminary tile sheets
- implement layered tiling and tile select in the level editor
- work on place holder music and spritesheets
Week 3
- add text output into the level editor for the dialogue
- implement sound effects
- optimize code
- implement music for the levels
- fix camera bounds
- add zooming to the level editor
Week 4
- POLISH
- finalize the sound effects
- finalze the game’s audio
- test the game
- send the game out for testing for those who are interested
- release a demo for Windows (host on the website or on AWS)
- update the a005.me website
- contact Humble Bundle to see if Humble Store is an option, prepare to put the game on Indievania
- port the game to Mac and Linux using MonoGame
- release the game
Week +
- test the game on Xbox 360
- consider the viability of releasing it on XBLIG
- think about releasing the level editor and source code to the public
Even as I look at this, I know I am missing stuff. It’ll come to me eventually! As you can see, I want to release a demo for the game. This will be to get some feedback and go through the distribution process. I would be happy to get the demo out at the end of next week and have a week to fix any bugs or problems that people find.
In regards to the Humble Store, I would really be interesting in using that to distribute the game. If that isn’t an option, I will definitely be using Indievania and exploring other options out there. I haven’t decided on a price point yet, but it will be relatively low!
It’s also worth noting that the last weekend of this project is also the weekend of a Ludum Dare (that I will definitely take part in). I’m not sure what it means for me those two days, but I will figure something out.
Tomorrow
Sprite work! I didn’t get around to working sprites at the time of posting this, as I am working on some other minor things. Then I will implement the new sprites in the game, get bullets firing, and add some level editor features.