So close to being finished, but I don't think I'm going to beat the deadline.
I still have to do enemy attacks and put in the code for switching levels, but there's just not any time left.
I'd also have to do something about packaging it for people to play and getting people to test it to make sure it works.
Anyway, next year 'll give it a try again. I learned a lot and I'm sure I'll have a lot of useful stuff to put in to the mix next time, and so won't have to write so much from scratch.
The biggest drain on time has been testing everything and clearing bugs. It didn't leave much time for actual design, and like 70% of features didn't make it past the coding stage.
Stuff that i wanted to work on (parts of the code were there but not working):
Hacking, some drones have a hacking module making them able to activate repair booths or damage nearby enemies from a range.
Stealth, some enemies and player units should have stealth, making them invisible.
Weapon stats. Right now every weapon is 100% accurate and just blazes away at the enemy armour. I wanted so much more including hit location tables, ranged attacks and accuracy.
map nodes and AI nodes. Some computer booths where supposed to have a special effect if you activate them with a hacker, such as revealing the level map, or making every enemy drone inactive.
Here's a picture of the final result in all its not finished glory:
It was fun to join the competition anyway, I got a lot out of it and learned some stuff that's going to be really useful when working on my main project again.
I still have to do enemy attacks and put in the code for switching levels, but there's just not any time left.
I'd also have to do something about packaging it for people to play and getting people to test it to make sure it works.
Anyway, next year 'll give it a try again. I learned a lot and I'm sure I'll have a lot of useful stuff to put in to the mix next time, and so won't have to write so much from scratch.
The biggest drain on time has been testing everything and clearing bugs. It didn't leave much time for actual design, and like 70% of features didn't make it past the coding stage.
Stuff that i wanted to work on (parts of the code were there but not working):
Hacking, some drones have a hacking module making them able to activate repair booths or damage nearby enemies from a range.
Stealth, some enemies and player units should have stealth, making them invisible.
Weapon stats. Right now every weapon is 100% accurate and just blazes away at the enemy armour. I wanted so much more including hit location tables, ranged attacks and accuracy.
map nodes and AI nodes. Some computer booths where supposed to have a special effect if you activate them with a hacker, such as revealing the level map, or making every enemy drone inactive.
Here's a picture of the final result in all its not finished glory:
It was fun to join the competition anyway, I got a lot out of it and learned some stuff that's going to be really useful when working on my main project again.
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