Wednesday, 8 February 2012

If at first you don't succeed...

...Throw it all away and start again.

As you can see, it has been around a month since my last blog post. As mentioned in the last post I was hoping to get animations implemented in the game. I started implementing this, but I really wasn't happy with the way my code was looking.

When I started developing this platformer, I did something I hadn't done before. I planned. Yup, I bought a pad and started writting notes and "desiging" it. However, you can design until the cows come home (one of my mum's phrases there), but there are some things you can't plan for. This lead to me shoehorning things into place which resulted in badly designed code.

So when I was implementing the first set of animations, I took a step back and decided to scrap what I had done before. Now, a month later, I am at around the place that I was when the last post was written. But the code I have is better designed and I have a lot more flexability in what I can create art wise. I have also built an excel based level editor so I can create levels quickly until I've built an in game editor. If you are interested in what changes I made and what design choices I fell a victim to, I will link to the article once its gone liveThe first part is available now.

In the next month, I hope to do a few things. Firstly is to fix some bugs in the collision code that I have implemented currently and create a few more in game objects. I also hope to build up a main menu system so I can change levels on the fly. Remember to keep up to date by following my twitter account.

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