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Author Topic: The mining race development thread  (Read 949 times)

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The mining race development thread
« on: November 30, 2011, 04:21:57 pm »

A long while ago I made a certain flash game.
It wasn't really a fun or even finished game.
It had difficult controls and no clear goal.
But it was my game and mine alone :P

A few months ago I went back to my abandoned project and started turning the engine I used for it into something better. Something more object orientated.
I'm nearly finished with it and will work on the actual game once it's done.

Components:
Image data manipulation. (Creating them in a factory class, generating them from tile sheets, rotating them beforehand)
Main object class template to base of objects in game.
Canvas class that holds what should be drawn and processed.
Canvasdrawer that draws the imagedata associated with the objects onto the screen.
Canvasphysix that does the physix and collision detection for each object in the canvas.
Stabletimer that regulates how often Canvasdrawer and canvasphysix are called.
Merged both keyboard and mouse support into one main inputController class.

Sound support. (Can wait till it's needed in the game)
Text. (Not important yet)


Green = done
Orange = working on it
Red = when it's needed

Once the engine is sufficient for my current needs I'll remake my old game but with a lot of changes.
For one the unlimited playing field will be gone. Instead I'll make a persistent playing field of a certain size that will stick with you during the game and random fields you can visit during the game.
I'll also change the keyboard controls to a more relaxed mouse supported control and keep the keyboard controls for when you're out of your ship.

Eventually I'll need the help of other people. Since I'm horrible at anything that requires artistic ability. Mainly sprites.

I'll welcome any comments and criticism.
« Last Edit: November 30, 2011, 05:09:51 pm by Empty »
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