2010-10-25 - Week(end) Development Plans - 010

Noble Kale's picture

Quick List

A few things are progressing well. I did a deployment test, which helped me work out the modifications that I had to make in order to get Tarvos to work well with the server at noblekale.com Overall, this is very good.

I've been adding more things to the official spritesheet - some of it is new content, some of it is moving old content from individual files to the main spritesheet (since I coded up the sheet cropper). This means a lower number of files are required for deployment (which makes it a lot easier to manage and update on the server).

Tarvos

Tarvos is going to slow down in features - the only main updates I want to do at the moment are a new physics engine, and more javadoc commenting. I will eventually do a large code clean, to remove all the temporary code I had to put in for the deployment test though.

  • Collision detection algorithm revisit - This is priority 1, but I don't want to touch it till I really have the time to work on it properly.
  • Spawners, and Spawn-on-Death item designation
  • More items, weapons, effects - this is coming along nicely
  • Code so that Fireballs are created after player animation is done, not at the start
  • Code to ensure that when an item is on top of another item that is moving, it also moves - ie: relative motion
  • Action Items should have a list of affected objects, rather than a single object for greater flexibility
  • Capacity for sprites to have a 'falling' animation that triggers when their downward velocity exceeds a set limit, and a jumping velocity for when their upward velocity exceeds a set limit
  • Redefine the 'support' of different Sprites. Some should be support against movement in one direction only (ie: platforms that can be jumped through)
  • Reflection/Bounce/Ricochet of objects
  • Code for Health Potion/Healing Item Done! (2010-10-30)
  • Credits Screen Working! (2010-10-30)
  • Help Screen
  • Map Screens to show movement between levels
  • Change waypoints for Enemy/AI movement to rectangles, to allow for bouncing/non-linear movement

Reclamation

Arnthak grows, I continue to improve my memory on how its name is spelt. I made a map last night to be shown between levels (Tarvos can't use it at the moment, but will soon enough). This will help add to the storytelling component of the game.

It's actually interesting in a way - I use Stage 2, which is a forest, to test out new enemies. What's amazing is how well some of them blend in - like they belong there completely. Sometimes an enemy is destined for one stage, but 'fits' another during the testing phase, so that's where it ends up.

  • Stage 001 - Cave to be revamped, Player is to now discover the fireball spell within
  • Stage 002 - Add details to background, fix trees
  • Stage 003 - Consider revamp to prevent over-complexity
  • Stage 004 - Enemies, traps and item placement
  • Stage 005 - Continue working on level layout, sprites for background
  • Stage 006 - Working on basic level layout, concept and 'pressure' techniques to use
  • Inventory Specific sprites for inventory items (UI development) - Done! - 2010-10-11
  • Re-merge all level backgrounds into single PNG files that can be cut up by the software. Instead of four files for the background & four objects, make 1 file with four objects per level.
  • Translate all sprites into spritesheet and cut up with code - Currently heavily in progress
  • Interface graphics

Completed this week:

  • Introduced different movement types - Linear, Bounce, and Odd Bounce 1 (which is a bounce style movement for flying creatures).
  • Added Frog sprites to prototypes
  • Added Flaming Skeleton sprites to prototypes
  • Added Small Fish sprites to prototypes

Continuity Project

Pretty much on hold