It's late at night and I can't sleep, partly because I keep thinking about all the cool things I could do with my game, but probably mostly because I slept till 2pm today!
Unfortunately, with the deadline fast approaching, my game seems far off completion, and to be fair, despite spending already probably around 200 hours or more on the game, there is still a huge amount of features I want to add, some of which I simply won't be able to because my eyes are bigger than my stomach so-to-speak.
So focusing on the important parts is key over the next few days, and without fail I will have the second half of the game working tomorrow (eyes peeled for a demo on here people!) and will hopefully have started adding the enemies/things to make the game challenging.
It seems like I haven't done much so far from what there is to show, but there has been a huge amount of thought, some learning of advanced trigonometry and matrices, and some seriously complex coding (for me at least, this is probably the most difficult coding I've ever done!) to get the game where it is right now. What is left seems simple in comparison to the hurdles I've overcome to get the character moving smoothly!
So now the targets for the next few days which I will meet unless I run into some unlikely difficulties with some parts are:
Thursday: Add second half of the game in, have character moving smoothly in all cases possible.
Friday: Add the bad guys and the end screen with scores etc. Add checkpoints if possible.
Saturday: Create the full level and boss level and do some testing to make sure it works. Add start screen/preloader and checkpoints if not done on friday.
Sunday: Improve character graphics and add necessary animations
Monday: Miscellaneous tweaks and phidget implementation. Add a tutorial and high score board if time allows.
Tuesday: Any remaining tweaks/improvements.
So in all, a rather busy few days coming, I think the coming days should increase the total time taken to over 300 hours, which will have been well worth the time spent!
Thursday, March 6, 2008
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