Work continues on the Gravity Shift game. I'm still working on the collision detection, but this weekend has been a little busy (since Thursday) setting up for Halloween and Murder Mystery Dinners.
But today (Sunday) will be a good working day to get some more work done.
I've been looking at the code and I really feel like I'm going to have to change quite a bit because we really want to deal with two types of objects. The first part is already done: Gravity-affected objects. This includes the player and any environmental object that we want to respond the change in gravity. The second is objects that the player (and other gravity-affected objects) can run into but is a non-gravity-affected object. And then easily have them coordinate with the level editor...
I've got my work cut out for me.
As for Git, I feel like I've gotten the kinks worked out. There were some problems which a few of us had, but I think that it is all taken care of and it should be easy from here on out. Whew.
Showing posts with label Git. Show all posts
Showing posts with label Git. Show all posts
Sunday, October 31, 2010
Thursday, October 21, 2010
Menus and Git vs. Ankh
So most of the backlog is complete. I was in charge of the menus, and I think I've got the important stuff.
HUD
Opening Menu
• Gameplay
◦ New Game
◦ Load Game
▪ Level Select
• Options
◦ Controller Settings
◦ Sound Settings
• Achievements (View)
Pause Menu – This menu would have to be set up so that players cannot abuse the pause feature. This could be done by a countdown or only allow pausing while your player is not moving (resting against a wall)
• Return to game
• Restart level
• Exit to Main
• Options – same as Opening Menu → Options
• Level Stats
This can also be found at the wiki.
Also...
Wednesday, October 6, 2010
Get Git
This comes in two phases. The first was easy. Get ("download and install") Git. Done and done.
The next has been a little harder. Get ("understand") git.
So I've been messing around with it and I think I'm getting a handle on it, but I'm going to have to really work at it to understand that. I know that this doesn't really make an interesting blog post, but oh well.
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