Wednesday, September 28, 2011

Cry Baby

Shark hunter is over... and hopefully we've seen the last of PowerGame Factory. On to bigger and better things.

After several hours and multiple sessions of brainstorming we have decided to do a trajectories based game. The simple explanation is that the player will calculate a starting velocity and angle to hit various marks in the playing field.

I started of a project and tried to put at least basic versions of many things we will need during development.

InputManager: Streamlines the controls so they can be easily changed later.

Camera: instead of having to scroll the world around I found and implented a camera that uses a matrix to change the way the 2d images draw. this allows us to easily track a single target as well as zoom and rotate the image.

Monday, September 12, 2011

Feedback from the professors seemed very positive. The art style especially (thanks Ashley) seemed to receive no criticism. It was a a lot of work combining projects again but now that we have it all consolidated it is going very smooth (well, smooth for pgf). The shark can smoothly jump and the waves move up and down with it. Also the over the top goryness of the pirate fighting is fun.

Monday, September 5, 2011

Shark Update

Work in powergame factory is slow. Lot's of progress was lost when we tried to combine work that was done on two separate computers. We were fortunate though that Eric and I have been sharing a computer and pair programming still.

I spend a considerable amount of time getting parallax backgrounds to work. A few hours into the task I was worried it was going to not be worth the time, but a few image resizes and tweaks later we had very awesome looking effect.