In this section you can check out what I'm currently working in, practically in real time.
If some of this seems cryptic it's because the logs seen here come directly from my personal productivity tool prio, and are really just "notes to self".
Nevertheless, if you are interested in what I'm currently working on, this space will certainly be updated FAR more often than the news section.
00:00:00 up2 LOG
-After talking to Tabbe last night at John Bulls, and also after Peens playtesting in Gbg, I was inspired to
change the way the game works.
-Basically, the Shop is moved ingame, and you buy or sell upgrades for a unit called a Credit.
-You only have 12 credits total, ever, in the game, and these are all available from the beginning.
-So, the whole idea is that you can distribute these credits amongst the upgrades, but since you only have
12 (you need 24 to upgrade everything fully), you have to choose.
-You are allowed to enter the shop at the start of each level, and after each death, constantly tweaking
your setup until it's the way you like it, or leaving it the coolest way you see fit.
-This allows for constant reevaluation for the player, and lots of flexibility for personal styles and
-This would be really good in deathmatch style multiplayer! I think I could develop this using peer to peer
like LightGame works, but without the server, and run it here at home on the LAN.
-Have playtested the new solution, and I like the way it works.
-Cash remains, but this is simply a score. You are a merc after all...
-Removed map blasting. Was buggy, and will not be used in this game.
-Fixed bomb to use correct x axis speed.
-The design change is reinforcing itself all the time, there are now definitely different tradeoffs available. :)
-Tried to implement ground tracing for all structures, so they would be nudged to the ground, but this isn't working,
so considering putting it in the map editor instead.
-Put a collision radius drawing toggle in Thing class, and implemented support for it in all subclasses of
-It would have been nice to have all the code in Thing, but Thing isn't necessarily visible, so I did it
in Boy, Prison, Ship, and Enemy.
-Toggle on R.