He all. I may not have posted the past few days but sure a lot of things are going on behind the scenes… Last week I got my Xbox360 back from repair. It was working alright, but I did notice it made a sound that it didn’t make before, like if there is something loose in the case. You know, the screw you misplace when you put the case back together? Today the system got the red-ring-of-death again… So I called Xbox support again and I can send it back to Germany again via UPS. Awesome… Let’s hope the next repair action will hold up longer, sigh.
On the Trapped development front: last week I’ve been re-discovering Lightwave 3D. I thought I still knew how to use the program but I came to the concusion that my first efforts sucked big time. So I went back to the tutorials, dug up my old reference cards and got busy. Slowly but surely my skillz with the package are returning. There have been a lot of “oh yes, I remember now” moments this past week, and I also rediscover the joy of creating something out of nothing.
Not all time has been wasted on just content creation though. I have added the energy transfer code. Basic movement of the enemies is also in there, so enemies now move along, go to your shield if they are near enough and start feeding of it before they overload and explode. I can shoot or grab the enemies, dump them into my shield to regain energy, shooting enemies will advance the powerup bar, etc. The time has come to begin creating a proper game loop (start, play, die, play, game over) and to add the code to clear a level. After that I have to tweak the values of energy and points to get a stable game going.
But that is in the future. For now I keep at it in Lightwave… I’ve got another design for the player ship drawn out so it’s time to build that and see how it is looking rendered… The idea is to render out the frames and choose the correct frame to draw according to the player angle. I’ve done that before in Zone Patrol so I know it works