Development of Trapped! is going forward. The front end is done, and it is behaving beautifully, much better than it was, and easier to work with as well. The joy-pad and keyboard configurations integrate into the front end, and while the game is in pause mode the user can access the front end and configuration menus and change the settings while in pause mode.
While integrating the particle system I found some bugs and fixed those. Also, it has dawned to be that the current system of emitters > spawners > is not working for me at all. So I am forced to change things in the particle engine and this is how:
- Emitters will be renamed to Effects
- Spawners will be renamed to Emitters
- Emitters can be created by name, just as they are now.
- Effects are used to create emitters in one call, also by name.
Effects itself will not have a ‘real’ position as emitters now have. They will be a device to create several spawners ( > emitters) at the same time, at a certain position. The items created can have a parent of course.
This way, I will have the option to call a single emitter, or a combination of them for a more elaborate effect. Right now, the system is just too clumsy. Back to the drawing board. Well, not quite, but two steps back for sure. I’m not too happy with this situation as it is giving me some more work to do but it has to be done to make the engine a useable system. Changes in the engine were expected but not at this low level
oh well.
Two more days work and then I will have some vacation. Finally.
I might even finish this darned game. But I’m still inspired. Yesterday, out of the blue, I found a solution to add more variation to the game. I do not want to have end bosses for each level. Well, not in the traditional sense. They will be there, but not in the form which you would expect in a shooter game. It’s gong to be fun and probably a complete mini game in its own right. I’m not spilling the beans now
First, particlesMAX needs an overhaul and that is what is happening first. tata!
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