Thursday, October 31, 2013

Back from break, and working hard with the team. We got text to appear in-game, and I am working on moving audio from the test code I wrote into the main project.  WPI likes to make it very confusing to schedule rooms here, so all our meetings are currently sponsored by APO.

-Emily

ATTACK!

Our warrior now has an attack to use!  When he attacks an enemy, they will die, and he won't take damage.  If he's not attacking, then he will take damage.  The attack uses up stamina, so you can't just keep mashing the button.  Stamina recovers over time.

So yeah, we have the foundations for our attack in the game!  His left/right sword swing animation is in, and the animations for the wolf enemy.

Wednesday, October 30, 2013

So...the HUD exists; however, I forgot to commit it when I finished and continued work on the funtionality part. Now the HUD is back under construction, so I decided I'll just commit the whole [finished] thing later this week.
So I just refactored the GameScreen class. Now GameScreens initialize themselves from a given text file, so you can have levels with different objects and setups. We now have three basic levels: a village, a forest, and a cave. None of them are in their final state, but that's still great progress.

- Jordan

Saturday, October 19, 2013

I've really negleted blogging this term, haven't I? Sorry about that.Plan for breaak is to complete the HUD and its functionallly. Will post again when it's done.

Friday, October 18, 2013

A-term wrap up, and plans for break.

So all of the art things I've done are in my last post.

My goals for break are to finish the warrior sprite and the dire wolf sprite

Thursday, October 17, 2013

Hey everyone,

I've been forgetting to post to the blog, so sorry about that. Too focused on work I guess. So far this term I've worked on getting a bunch of basic features up and running: collision detection, screen-switching, player movement and animation, destructible objects, solid objects, and even an attempt to get text to pop up on screen. That last one is still behaving a little funny.

The next step is to refactor the game screen so we can have three different scenes loading in order from text files. That should be done by next Friday, hopefully. After that, we move on to B-term, which is probably going to be pretty busy!

- Jordan

End of A Term

Hey everyone!  Before I head home for break, just wanted to give an update as to where the game is at.  I've helped create the enemy class, worked on collision detection, switching screens, and most recently implemented a simple health/damage system for our player, closing the game when he dies.  Enemies die when you walk into them, the player takes damage from it and dies after multiple collisions with the enemy.  Our collision manager differentiates between the types of objects you collide with, one of which brings you to a new game screen.

While we're on break from classes, we're going to focus on refactoring some of the classes to make our code cleaner.  When we get back, we should be ready to jump into our schedule for B Term.

Friday, October 11, 2013

Art Stuffs!

Here are all the art things I've been working on so far!

Backgrounds:




Characters:



Terrain Elements:



HUD Stuff:




Thursday, October 10, 2013

End of term

Hey all, the end of the first term is rapidly approaching.  We have just over a week left.  We can create scenes, and are working on getting the HUD set up.  I am currently tackling sound, to try to get some test noises into our game.

Saturday, October 5, 2013

Enemies exist!

There's some more tech progress!  Our Enemy class works as it is supposed to, and we have a short pathway for the player to walk on.

- Kevin