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An Archived Managed World This blog has moved to http://www.managed-world.com/blog

Well, I didn't think I was going to be able to make much progress on the game until next week (since I'm going to be gone all weekend), but I was able to get in some coding time tonight that I wasn't expecting. And you know what? I'm glad I did :).

My tracer bullet is completely finished now (take that George, :P) :).

Tonight I wrapped up the High Score system and made it persistent using simple XML serialization to the game's own folder under the Application Data directory. The High Score screen is displaying the results and the Recap screen will congratulate you if you have achieved a new high score.

So, all the major "required" features are done and checked off the check list. That means that what is left is making it look good, adding more enemies, tuning game play mechanics, etc. This is one feeling that I love about implementing tracer bullets: once you finish the tracer bullet, you realize that a large portion of your system is fully operational and ready to be added onto.

So, now I'm on to simply making it fun. Not bad for Day 14. I still have roughly 28 days to finish the game (giving me some wiggle room, just in case). I'm fairly confident I will have quite a fully-featured game by that time considering that I have twice as long left than I've already spent on it.

Yee haw :).

Perhaps I will take some time next to do some performance profiling and getting my framerate back up since it has dipped to under 100 fps. Although, on second though, I won't worry about that until it dips under 60 fps since it won't be noticeable 'til then anyways.

Soooooo, I guess I'm on to adding some new enemies, weapons, power-ups, and the like. Sweet! Here's where the real fun begins :).

Posted on Wednesday, May 31, 2006 7:33 PM Game Development | Back to top


Comments on this post: Spaceballs - Day 14

# re: Spaceballs - Day 14
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Hi Jason

I've been following your spaceballs game since you began blogging about it and from your screen shots and from what you've said it sounds like it's going to be a great indie game! I'm working on a space shooter myself and have never programmed a game before... i'm going for more of a LifeForce / R-Type style game. You mentioned before that you may use a quad tree for collision detection... do you have any resources or examples of a quad tree implementation with C#? or an example in any language? Thanks in advance!
Left by Mike Frey on Jun 01, 2006 4:40 AM

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