coalesce notes (some story)
Idea: (shot down) a domestic drama about the life of the captain of the ship’s wife while he’s at war.
Guns rotate like in Slipheed? Move forward, they spread, move back, they contract. Hold down the fire button & they lock.
Need to work on the rotation of ships being part of the Ship class ––
have the side-guns locked on to the side of the ship, rather than just have the same movement vector. Because currently they’re bumped around by the powerups.
Also, they need to be destroy-able.
Sprites for the ships + rotation of sprites.
Moving background? – that involves redrawing the whole scene.
But… don’t I already do that? I should draw & erase the ships to a BMP that’s the size of the whole level, and then draw the current viewport to the screen. Yes?
My goal should be to make my code as clean & understandable as possible first, & then go back & optimize at the end.
For the Gunners, do I have them loop through the objects to pick a target?? Because I don’t need to.
Naww, I just did extra testing to be safe.
Take a look @ my collision code: clean that up. First off, the collision fn. should return a boolean.
Fix the attachments so they don’t bounce around.
“fix” the missles so they can miss
fix the flockers so they’re not batshit insane
(x,y) of the powerups occasionally gets set to NAN… ?! I’m sure it has to do w/the collision detection on them, which shouldn’t happen. Maybe I should check for division by 0 somewhere…
--greay
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coalesce notes (some story)
Idea: (shot down) a domestic drama about the life of the captain of the ship’s wife while he’s at war.
Guns rotate like in Slipheed? Move forward, they spread, move back, they contract. Hold down the fire button & they lock.
Need to work on the rotation of ships being part of the Ship class ––
have the side-guns locked on to the side of the ship, rather than just have the same movement vector. Because currently they’re bumped around by the powerups.
Also, they need to be destroy-able.
Sprites for the ships + rotation of sprites.
Moving background? – that involves redrawing the whole scene.
But… don’t I already do that? I should draw & erase the ships to a BMP that’s the size of the whole level, and then draw the current viewport to the screen. Yes?
My goal should be to make my code as clean & understandable as possible first, & then go back & optimize at the end.
For the Gunners, do I have them loop through the objects to pick a target?? Because I don’t need to.
Naww, I just did extra testing to be safe.
Take a look @ my collision code: clean that up. First off, the collision fn. should return a boolean.
Fix the attachments so they don’t bounce around.
“fix” the missles so they can miss
fix the flockers so they’re not batshit insane
(x,y) of the powerups occasionally gets set to NAN… ?! I’m sure it has to do w/the collision detection on them, which shouldn’t happen. Maybe I should check for division by 0 somewhere…
--greay
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more
Are side-guns going to be done as separate sprites? Or the main ship’s sprite modified? The way it’s looking, separate sprites – not sure how ships of different sizes / shapes will take the same side-gun, but that’s Mike’s problem.
As much as possible should be put in the Ship class. Certainly the stuff about the Attachables.
Technically, enemies can take missles now. Just need to edit the fire methods.
*I should have generic fire methods for all ships. Take either a direction or a target, and that’s it. Works for both the player and the enemies.
Are the upgrades for the player & the enemies going to be exactly the same?
control: 3 buttons: (A) left-gun (B) right-gun© both
NO center-gun?
*The center-gun is the basic, no-side-gun weapon. It’s replaced by the first powerup the player recieves.
It’d be interesting if the player could somehow power this weapon up, by avoiding all weapon pickups. But how?
Need a HUD to display: score, power of each weapon **what about varying qualities of each powerup? ie the “level” of the weapon based on how many like powerups, and then secondary parameters…
I can get rid of the save-state function, right? Do I really need it? unless I erase after I’ve updated the positions…
--greay
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mooooar coalesce notes
Get all the code that ships share into the ship class. Every enemy class also needs to be able to take at least one attachable (not that they necessarily will)
Enemies don’t take powerups, but some can combine w/each other
How does the main weapon get powered up?
Gunner: creates a gunner attachment
-powerup: increases firing rate
Flocker: ?
-powerup: adds flocking (& increases cohesion) to bullets
*need more enemy types
- wideshot
- multishot
- laser
- waveshot?
- bigger bullets?
- an enemy that uses missles
- enemies (like the flocker) that don’t necessarily have a weapon, but behave differently. These should upgrade the player’s weapon in a reasonable manner, but not change the weapon.
*under which circumstances is a weapon replaced, and which upgraded?
- only the behavior-type upgrade, otherwise they replace
- all upgrade
- compatible weapons upgrade, otherwise replace
-in #2, the player should have an option to jettison the attachable.
--greay
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coalesce notes (xn)
Weapon slots. They need their own firing rate & set of enhancements. It might be easier to break them off into a separate class.
Some unanswered q's: they're attachable, but what about detachable? – what happens if you pick up another type of powerup while using one?
solved. Attachables are now separate objects. A little tweaking is in order.
Also, better subclassing. Too much repeated code.
(x,y) coords should reflect an object's center, NOT its corner.
Mess around w/x,y,sizex,sizey,drawn_? and whatever the last one was. Do I really need all those?
cleaner code. And more testing! There's potential for disaster just lurking around a corner, I know it.
| Particle → | Ship → | Player | |
| Enemy → | Gunner | ||
| Flocker | |||
| Bullet → | Missle | ||
| Attachable | |||
--greay
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