Day 74: Today I completely forgot to note the interesting links I read. So Instead I’ll give you stuff from my bookmarks. On a completely unrelated topic, I got water leaks in the floor. Nothing too horrible. It justs makes noise when I walk on a certain place. But it inflates the wooden floor… I sent an email to the location agency. I hope I won’t have to pay anything.
Daily bookmarked interesting stuff:
List of engineers willing to mentor you. Pretty self explanatory. I considering sending a DM to one of those persons. Mainly to have feedback on architecturing dilemmas.
GDC vault “turning depression into inspiration” video. Haven’t watched it yet. Seems cool though.
Shower thoughts. Very funny tumblr.
Test my brain. Various tests on brain. Used by researchers to research stuff.
http://www.gamasutra.com/view/feature/175586/cliff_bleszinskis_game_developer_.php?page=2. Don’t actually remember what it is.
Tasks done:
Solved the bug the weapon would heat linearly as long as you press the weapon button. This is weird since the weapon doesn’t shoot continuously. And if you were to release/trigger the input at the fire rate, you would never get a cool down. And that sucked. So now, the weapons heat each time a volley is fired. I solved this by implementing direct events betweens the bullets fountain (that shoots the bullets according to a pattern) and the weapon (that has multiple fountains). This OnFire event might be really useful later.
Implemented the dual weapon system. In fact I did even better, you can have as much weapon as you want and you have a button to switch weapon. Of course I think I’ll limit it to two. But it’s easy to change. Doing this feature was as easy as I thought. Mainly because I took some time think of the different possible architectures solutions. In the end I gave up finding the best way to stuff and trying to fit all the “laws” of OOP. I just did what was the simplest. I have a WeaponSwitcher, that instantiate the weapons based on the save and switch them when the button is pressed. It looks a bit like a manager and I think it violates the single responsibility principle. But if I were to cut instantiation and switching to two classes I would have more components and I didn’t saw a way to not couple them. So I thought that having it inside the same class would actually do less harm.
“Implemented” the different bombs. All I actually did was to put the trello card into the “DONE” column. Because when I worked on ships and upgrades, I decided that the bomb would be just upgraded and that there wouldn’t be different kinds. I didn’t even retested to see if the bombs work well. I guess future me might have an unpleasant surprise.
Did 5 new weapons. I wanted to have two weapon of each kind. But I didn’t have the time to do lasers since it’s so different from the bullets weapons. I’ll do this another time and consider it a feature by itself. Among the new weapons I particularly like the “circle gun” that shoot a circle of death and the “Machine gun” that shoots a LOT of bullets.
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