Starting the “real” work

Hi everyone,

As the title indicates, I’m nearly finished with all the preparations that were needed before I could start working on actually running the game. I already have support for most of the necessary subsystems, animations excluded, but that will be done today. It can be inferred from the schedule in my last post that this means I’m a bit behind. This is because I decided to do an architectural change concerning the representation of drawable objects that held me back a bit more than I expected. Nevertheless, today is a good day for deadline chasing!

I would say that the objective for this week would be to have an initial location loaded and make as much of it work as possible. That will enable me to test out all the code I’ve written so far as a whole instead of only through unit tests and enable me to implement a good number of the game’s script (GPL) instructions.

Robert and I have agreed that in the beginning I should probably make the following simplifications:

  • Not run any animations (or at least no complex ones that do looping and similar)
  • Not scale the dragon but just draw it 1:1
  • Make the dragon instantly move to the location of the mouse click
  • Not implement MIDI and music (this I already decided to do at the end)

This will be a good starting point that will enable me to actually see some graphical progress without trying to do it all at once and most certainly opening a big can of worms. These features can then be enabled one by one without significant effort.

On a somewhat shorter scale, today I expect to be finished with a preliminary version of the Animation class, drawing a scene on the screen and some GPL work. The Animation class will have a DrawableList (or similar) which will keep its objects (Texts and Sprites) sorted by the Z coordinate. This should make drawing things in the correct order quite easy.

Enough talk, I’m off coding. ?