Within the last hours of crunch!

Published April 25, 2010
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So, I worked and hosted a party yesterday. Got zero work done. Today I woke but with a headache. Perfect start of the last day of crunch before the project must be submitted.

I have approximately 9 hours left now, and a long list of features. Hopefully I'll get pretty far on that list, and hopefully the headache will fade!

I'm working in an animated health-bar graphic into the Health component, so that all objects who has a health component will also get a health-bar.

After that I'll implement instance awareness in the factories, so that I can both pre-allocate instances there (thought I'd do this as a parameter on registering an object to the factory) and alive awareness, so that the factory can just return an instance that has been marked dead, and thus not used for anything. This will help to prevent freezes at runtime due to loading complex objects (new/delete is generaly bad at runtime), and is a pretty cool way to handle dead object anyway.

After that is done I have death handling in place, so I can add back in score handling for the player and quickly follow that up with win/lose conditions. This will allow me to add in automatic game state changes at runtime to bring up the different menues.

At that time I have a basic Tower Defense set up. But I hope to get time for adding back in tower upgrades as well, and a HUD to manage the towers. We'll see :)
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