dinsdag 9 maart 2010

09/03/2010: Collision Detection & Moving Obstacles

New features added today:
  1. Collision detection: the game now monitors all objects that are moving (Simon, his enemies, bullets, ...) and detects collisions. Some optimizations have been built in, as such that collision detection only occurs for objects:
    1. That are currently visible in the virtual camera.
    2. That are on the same lane.
  2. Moving obstacles: the dog now walks to Simon if he gets in its line of sight. If they are close, the dog will run and attack. After an attack the dog runs away for some amount of time. The game design starts to get clean: generic functionality stays in base classes, and specific functionality (eg. the behaviour of the dog) is put in specific classes. Ah, the joy of object oriented design!
  3. Health: well, without some health system, the game wouldn't be fun. As such, Simon has now some health. When the dog attacks him, some health is taken and Simon stays immune for some seconds... to give him some time to run away/attack.
First video of the game (thanks to Fraps): 
























Tomorrow and the day after tomorrow will be quite heavy:
  1. Walk cycle animation: I would like to 'draw' the first cyclic animation of the game -> the walk of Simon. This will make the game look less static.
    1. It will be 12's walk (24 fps / 12 drawings for one step = 2 steps a second). According to Richard Williams it's a "Brisk, business-like walk-'Natural walk'"
  2. Tool for 'texturizing animation': an animator thinks in 'drawings' of each animation step, but XNA thinks in textures. As such, some tool help is needed to put all animation drawings in one big texture.
  3. Running the walk animation: that's the whole purpose of it of course :) Hopefully, there will be a basic walk animation of Simon at the end of Thursday.

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