Finished up some work on the HUD. It's not 100% done, however the artwork is done (and is probably going to be final with that), and new functionality is in (E-tanks).
The background system was completely rewritten, since the one in the previous videos was just "for display only", and wasn't modular enough for practical use.
A few other things have been done internally (which is where 90% of the work has been), so there's not really much to show right now. A lot of cleanup work and misc functions that I need have been written.
As of right now, I need to rethink the way the game reads collision data for the player, since currently the further to the bottom right you move, the slower the game runs. This is due to the game having to cycle through all of the collisions in a room to find the exact collision point. I'll fix this by splitting up collision data into smaller groups.
Working on some more internal functions I need. I've also removed the player's old jump routine and I'm working on getting the impulse system implemented into that (it wasn't before; the walk state utilized it, jump however did not.)
I've also been working on some gameplay details; weapons, bosses, concept art, tiles, etc. Things that I'll need soon enough. I'm probably going to code a few enemies in after I get the new impulse based jump state finished.
More stuff coming soon, and some potential good news.
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