Thursday, March 21, 2013

Development Blog #2

March 21, 2013

Earlier this week I finished up coding the Inventory system and the Entity system. The inventory system handles all of the inventories, including the hidden ones that allow monsters to drop items when they die, if we choose the implement this feature in the future. The entity system has 3 classes derived from it, being the Player, the NPCs and the Monsters. There is also an entity manager and an entity generator that control the generation of all of the characters and monsters in the game at initialization. The manager does not, however, control the player. The player is going to be its own object outside of the entity manager. 

In our meeting today we talked about some ideas for how we are going to implement maps into our game. My idea was to make a giant image of the entire game world, and then create some sort of coordinate system in order to determine the player's position and what portion of the game world is visible to them. This turned out to be a bad idea, as it would take a lot of extra coding in order to get this to work. The idea that Matt and I settled on is to create a text file with symbols inside of it. The symbols will be arranged in the order that we would like the tiles that they represent to be in. This is how we are going to create our playable areas, for now. We are going to have to create tiny (32x32 or 64x64) tiles for this to work, which should not be that hard. 

I have to begin creating some artwork for the game. I am going to create some item sprites and weapon sprites for us to test our File I/O system with, so we know that it works. We also need to test drawing the objects to the screen, to see if we need to adjust our code or rethink the way we are handling textures. 

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