Thursday, October 22, 2009

Refactoring almost done and Day after FYP Presentation

Yesterday was my FYP presentation. I think it went well but its what I got from it that counts.
I will be ditching plans for a networked game and will consider AI which can beat the player realistically as an AI success. This should give more time to perfecting the AI.

Also I have to research what AI paradigm I will be using. This will need to be done soon!

As for the Refactoring:
I have an extreme programming style of work. As a result my project has gotten where it is with planning used to figure out what system is needed next and the coding to flow from this.

As a result I have taken a step back from advancement to refactor my code to make it cleaner and easier to add the next functionality.
I've broken up some of my game as follows:
Players are added and managed from a CombatantManager class which will look after AI and Humans alike. As my setup has the only difference between AI and Humans is GatherInput();
BulletManager is taking care of efficient bullet collisions but this will probably get folded into a single Collision Detection Object.

Score Manager will have players subscribe to it and it will keep a match's score even for players who leave so that they can return.

SceneManager Draws the level when handed a camera. This is where I will do my own culling to optimise the game

When this refactoring is done, the game will allow players to shoot each other with a point added for each successful hit.

I'll add any new developments soon. For now its all going good.

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