It's that time of the year again: Another comptition to enter.
Anyway, I got started at about midday. Here's the net progress:Not much, hmm? Actually, I already have: > A stable asset manager > Three collision detection functions (Point, Rectangle and Line) > A sprite object > An object management system > An exception and logging system (For debugging) > A bunch of helper codeAlso: C++.Anyway, if I'm correct in my estimations, my basecode will be finished tomorrow, and ready to have a game built onto it.Anyway, shortish-blog, expect a super-long dev blog in a day or two though….
you got far lol. since i'm using GM i already got a ton of stuff done. all 3 character classes and 2 enemies! =o
but you have a lovely black screen, so i'm jealous =xThis marks the first competition I've entered where I haven't made some art within the first 8 hours or so. Besides some boring squares.
By the way, the way I set up my game so far allows for seamless switching between Ortho and Perspective models, which brings in the potential to use some 3D elements on-screen (Perhaps for effects?).Don't worry man. I'm just working on prettying a dialogue engine. =|
yeah the art isn't exactly the most important element anyway. it's easy to make a bunch of sprites/tiles but in the end we're going to spend most of our time designing areas and fixing SHIT loads of bugs. that's where the real work is.
This ego keeps me on my toes!
But I don't understand why you're belittling me on it when it was meant to belittle myself to make you feel better.But whatever fuel the competitive mood needs, right?Analogy: I'm building a tower, and want to make sure I have a solid foundation before I go and design the damned curtains. :3
Basically, I'm spending the time now on the base code, hoping that I'll have far fewer bugs to sort out in the end.+1 for C++ ♥
I wake up and read through the rules everyday so that I don't forget them.