Development has been forging ahead. In the last devlog there were a bunch of asteroids in the world. There is now nothing in the world except the player ship. But this is not a bad thing. When the asteroids were in the world, they were added in a very sloppy way, just to be able to test the collision engine.
Since the last devlog I have been working on building a framework so that gameplay elements can be added to and removed from the world in an organized manner. Significant work has also been done designing all of the gameplay components to be as data driven as possible. In short, this means that instead of being defined in code, gameplay characteristics and parameters will be defined in data files, such as this.
The last key to this puzzle was the asset management system. All of the game’s assets are loaded right when the game starts and stored in a central location, this will allow for fast and easy retrieval of game assets from any part of the game.
From here, the implementation of gameplay will begin.
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