By GBGames, on October 27th, 2010%
Years ago, I wrote about Component-based Game Design, in which I talked about the advantages of breaking down your game objects into components. Inspiration came from a number of places, including:
Object-Oriented Game Design by Britt L. Hannah Game Object Structure: Inheritance vs Aggregation by Kyle Wilson A Data Driven Game Object System, a presentation . . . → Read More: State of the Art Game Objects
By GBGames, on October 22nd, 2010% In the previous post, I reported that levels could be loaded and rendered. So why isn’t it drawing the towers and chests? The short answer is that I didn’t get to them yet, but in all seriousness, it took a little thinking before I could start.
In the original implementation, almost everything was done . . . → Read More: Stop That Hero! Sprite Rendering Questions
By GBGames, on October 18th, 2010% Since last week, I made some significant progress in terms of loading a level for Stop That Hero!. Here’s what renders so far:
Does this look familiar? Compared to the original game’s finished level, it looks pretty naked:
What’s missing is the rendering of the towers and treasure chests, but otherwise the level . . . → Read More: Loading An Arbitrary Stop That Hero! Level
By GBGames, on October 15th, 2010% Related to the fact that I’m having slow project progress on Stop That Hero!, I wanted to expand upon this thought:
I’m using Test-Driven Development on this new version of the game to ensure that bug fixes and game updates are as easy as possible. If a paying customer finds a bug or if I . . . → Read More: Balancing Current and Future Needs
By GBGames, on October 13th, 2010% There are less than three weeks left before the Ludum Dare October Challenge ends, and I’m worried.
I’ve been doing weekly iterations on the assumption that I would accomplish about 20 points worth of work each iteration. After the first week, I only did 7 points of work. Not only that, but I added . . . → Read More: Agile Alert: Slow Project Progress
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