Monday, August 19, 2013

Part 7 - Weekly review 13-19 august + the future of this project

New week, time for a new review

Last week's goals

Finish the spawn system




I was able to test it and it seems to work as intended for me

Begin working on a class for "the target" of the enemies
The health of the base is also working now, all I need to do now is to make the code look nicer

Goal for the next two weeks

The reason why this deadline is set to two weeks is because I'll be busy with moving back to Visby at the end of this week and the beginning of the next week.

Begin designing a proper cycle system (build-phase, attack phase etc)

The future of this project

Even if I haven't  show you much of the game and it hasn't gone as fast as optimistic me wanted it to go, I still don't have any plans of giving up this project any time soon. After I've gotten all the basic mechanics in place, what I will to will be to add new content to make the game interesting.

I might also permanently switch over to one blog post every other week instead (instead of just this one time) of once a week, because I've feel that it will be better for everyone this way. You will (hopefully) get to read more contently posts, and I'll be able to have some "bad productive days" without feeling too much pressure.

My studies will soon resume as well, but since the main purpose of this game was so that I could learn to make a new type of games (tower-defense), I won't work myself out with this game, at the moment my studies are more important for me.

But once again, I won't give up this project. I will keep working on it in my spare time. Thanks for still sticking with me.

Monday, August 12, 2013

Part 6 - Weekly review 5-12 august

Another review, but a day late because I've been busy watching The International 3. But anyway, last week's goal

Last goal + how did it went

Begin working on proper a enemy spawn system
Long story short, I was able to get the theoretical part of this done. Now, what I have left to do is to test it and fix it.

Goal for the week

  • Finish the spawn system
  • Begin working on a class for "the target" of the enemies

 How does the spawn system look like?

With some help of MS Paint, here is the idea of how the enemy spawn system will work in my game











In the image above, Enemy A is worth one point, Enemy B three points and Enemy C two points. What I would do here is that I would randomize a number between 0 and 6, and spawn the proper enemy into the track in my game. Assuming that the random number generator doesn't suck, Enemy B should spawn half of the time, Enemy C two sixths (or one third) of the time, and Enemy A one sixth of the time in theory. Now since it is random, it could very well not be like this, but in the long run, this is how the distribution of enemies should look like.

But does it have to be numbers in the range of 0-6, couldn't it be in the range off 0-0.6 or 0-6000000 as well? Absolutely, the only thing that is relevant is how big each enemies value are in relation to each other. Even if I would multiply all values above by 100000, the distribution of enemies is the same (once again, as long as the random number generator doesn't suck), because how big each part is in relation to each other is the same.

And that's it for this week. I'm hoping to have more to show of the game soon.

Sunday, August 4, 2013

Part 5 - Weekly review 29 july - 4 august

Hello again. New week, new review.

Last Goal

Begin working on the class for tower
Eventually, I was able to get this done, and I was able to write a placeholder-tower class as well to test the functionallity

Next Week's goals

  • Begin working on proper a enemy spawn system
 I won't set any higher goal because I'm gonna watch The International 3, the biggest Dota2 tournament next week.

Still, thanks for sticking with me. I won't stop working on this game.  Once this goal is done, I don't have many big artifacts (aka artifacts that will take time to code) left to do in the game.