| Jumpman Zero PC - Development History ("New Look" - "New Level Editor") |
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Oct 14: |
Made some good progress on the weekend. The new level
editor is almost fully operational. I just need to tweak
the menus, add back support for walls, and put in some
code to handle badly formed level objects. As a side
effect, I made some good changes to the game engine. I
also avoided some that, while good, would have pushed
back development too much (large rewrites are almost
always a bad temptation). Technical: I'm
doing the editors up in .NET, which is really kind of
frustrating. I've wasted a lot of time trying to figure
out where things are in their object model. For the
editor, I wanted to invert a line as it was drawn. Never
did figure out how to do that. Also, I wanted to copy a
drawn image out of a PictureBox. Never figured that out
either, and I don't want to waste time digging around - I
just worked around. |
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Oct 10: |
So I pretty much started from scratch on a new level
editor. This one is mouse driven, and doesn't require
quite the arcane knowledge (or patience) the other one
did. That said, it has got a long bit of work left to do
on it. Having others be able to draw/script good levels is one of my prime goals, and I think that's getting a lot closer. |
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Oct 9: |
I'm going to take some time and overhaul
the level editor. I've got to do it eventually anywho,
and right now editing is a real pain. I spent a lot of
time drawing a fancy level last night, and it ended up
not being any fun. Time to "sharpen the saw". |
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Oct 8: |
Slow going. I got a little bit of work
done on the Jump-Fu level and some little bugs tweaked
out. Not much time. |
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Oct 6: |
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Oct 3: |
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Oct 2: |
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Oct 1: |
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Sep 30: |
Busy weekend - I didn't really get any
time to work on the game. I think I'm going to take a
little bit of time to implement some rudimentary script
debugging - boring stuff to work on but should help out
later on. |
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Sep 26: |
Drew up most of the second level. It
plays pretty well, though I still have to tweak some
stuff. I also made some performance decisions. The game
will run at a fixed rate of around 40 frames/second. If
it can't keep that framerate up, the game will slow down,
but the same amount will happen in a frame no matter what
(even if the game is really bogging). I chose this as I
have nothing to show if I put in extra frames, and the
game is pretty much unplayable if movement starts
chopping. |
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Sep 25: |
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Sep 24: |
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Sep 19: |
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Sep 18: |
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Sep 17: |
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Sep 16: |
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| Development History - Page 1 |