Sunday, February 12, 2012

State of the Project 2

Got the new version of the level generator working. Now it creates side rooms and doors much better then it did before! As well, I tweaked the code involved with the player firing and reloading his weapon and set up the third weapon in the player's arsenal (the mp5). The levels generated look a bit more complicated (but there's still a LOT of work to be done, obviously) and now the player doesn't have to repeatedly click to fire.

Here's two of the levels that were generated.

The levels are getting a bit more complex now


Where am I going from here? Well, once I fine-tune some of the logic I'm going to be adding some restrictions on where level segments can be built, because right now the segments are being built without checking anything. As well, the level data needs to be saved to a file, more types of level segments are being put in, and I want to improve the collision detecting a bit. I might add some basic enemies into it and start coding the "AI", but there's a few things yet to do before I work on that aspect.

Either way, there is progress...

Here's the latest compiled version: http://adf.ly/5RCZh
And the latest source: http://adf.ly/5RCcb

Still a work in progress, so what you see (of the game and of the code) is subject to change over time...for the better, of course :D

Progress
Level Generator / design ~= 15%
Story and Theme ~= 2%
Player ~= 80%
Enemies = 0%
Objects = 0%

Numbers

Line counts
Headers: ~110
Scripts: ~593
Total: ~703

functions: 17, so 703/17 ~= 41 lines per function average (max~=86,min~=6)

Static images: 10
Dynamically created images: 738

Estimated memory usage: ~12 Mb ---> ~34 Mb (VERY rough estimate)

Bugs
  • Doors aren't being placed correctly
  • Collision detection isn't perfect. The player can clip through a wall dividing two side rooms if they are in a doorway connecting the two side rooms.
  • When the player's weapon runs out of ammo, sometimes it reloads without the pause or the sound effect, and continues firing. I think I fixed this but I'm not 100% sure
  • As the player rotates, it looks like the graphic 'shifts'. Unsure why.

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