Tuesday, November 30, 2010

After the break...

I have been working hard on collision detection. I have it working pretty well, but may need minor tweaks. I am getting worried about our art team. Our level design and art is not getting done at the rate I wanted. I need to figure out the problem, but it is rare we have all the art people in class. Our level design and art is not getting done at the rate I wanted. I need to figure out the problem, but it is rare we have all the art people in class. Hopefully we can get this done in time for the end of the semester.

Thursday, November 18, 2010

GLE Works!

We have combined the physics engine and the level editor to make levels. We do not have much art right now so we cannot move as fast as I would like. I have just been adding the little things that are necessary for the game. I have inserted number of lives, a death block, kill() in player, and pause. We have also successfully transfered to XNA 4.0 with minimal problems. I cannot make any more progress on the collision detection before I receive Jensen's code from Dr. Bob. I promised a party after the GLE was usable. I will plan on doing that next Tuesday. Then another party at the end of the semester.

Thursday, November 11, 2010

Newton's Angst Productions

Just an idea of what our team's logo might look like.

Sprint 3

We are now going to try and mesh the level editor and the game physics. I have been working on Collision detection. I almost have ball/ball working good and Kessler said he would give me some code to make it better.

Thursday, November 4, 2010

Sprint 2

I finalized the control scheme. It should be pretty good. I took over the collision detection stuff and I need to get it polished as much as I can. I also redid the hierarchy of classes that makes more sense. I am currently making up the next sprint. I decided that we will be more productive with one week sprints.

Monday, November 1, 2010

Game Idea

Finished the control scheme. I have an idea for the game. I wanted to write it down before I forgot. What if the left control stick controlled the gravity of the objects, and the right controlled the gravity of the player. this would create a great opportunity to make some interesting puzzle scenarios. (move the player then block, or block then player, or what if you need to move them at the same time? :) This would completely warp the players view of gravity, and make a very fun game.