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Re: Demo Game Plan
Christian Reiniger writes:
> No timeline. We won't be able to keep it anyway. But good "things to do
> next" lists on a regular basis.
> Perhaps something Raptor-like (spaceship 2d shooter-scroller) would be
> better for the start as it doesn't need such sophisticated collission
> handling and AI and doesn't need gravity at all. And scrolling isn't
> dependent from user input.
I'm not sure scrolling is a big problem. We might want to go for
simple collision detection if we want to do a quick job.
> Collision detection, distinguishing between "environment" (not damaging)
> and opponents (damaging)
Collsion detection causes a handler to be called. The handler can
do what it likes. At least that is my guess. That kind of decision is
for a more detailed design stage.
> Object trajectories, autonomous movement along them.
> How will we handle input? (libgii?)
Probably. We can build PInput from what we have in this game.
> > > Sprites:
> > > Everything on screen is a sprite, sprite hear is probably the
> > > wrong word since what I am thinking of are heaver than real a
> > > sprite.
> To do this properly we need both ppg2d support for Sprites (self-contained
> 2d images that know how to draw themselves) and "Game Objects" caring about
> movement paths, collisions etc.
Yes and no. We will want something higher level than waht ppg2d
currently supports. We might implement this by adding to ppg2d,
but for now I am leaning towards hacking it into the game, and using
that as a prototype for whatever eventually gets put into ppg2d.
> Eventually also some Screen Layer support in ppg2d (background layer,
> platform layer, sprite layer)
Yes. And this probably _does_ need to be done in ppg2d.
> ppg2d: much of the planned high-level layer
> 2d images (for sprites; this includes animated images)
Yes, but I think we should probably prototype in in the
demo first. I've already done too much pg2d work in the blind.
> eventually layers
> Offscreen buffers for smooth scrolling (virtual screen?)
We need off screen buffers regardless of scrolling.
> gamespace: The basics plus some simple specific modules
> simple 2d physics. Gravity, linear trajectories etc
> collision detection
> level management. Handling of Entities etc
Again, I am thinking of this high level kind of things as being
a _prototype_ for gamespace than actually using gamespace. But