Monday, November 23, 2009

Turns out that a problem that was stopping my models drawing was seting their direction to Vector3.Zero. This is what happens when you think quickly assigning direction the amount of rotation is a good idea.

To get back on schedule:
  • Drawing classes: drawing models, 2d textures and text ( I need to see that game code works, not having visual representations slows my work and leaves me to assume functioning code)
  • Moving Camera: I need to get my camera moving and rotating again. This time the camera DOESN'T rotate itself. Its dependent on the head of the character. Camera position = head position and camera look direction = head look direction. I have camera moving code already, its just a matter of making it work of a characters head. Shell code can be made to simulate the head until I am working on model manipulation.
  • Menu System: I need to make my menu system solid. Make a full game like menu system. The true test is when I have drawing and moving cameras again.
  • Bullet System: I need to get my bullet system back online. I will be taking shane's and the internets advise to use a memory pool for my bullets. I have code done, I just need to make it a memory pool (changing how bullets are added and removed from active list).
  • Win condition: now that I have figured out what was causing me problems (Vector3.Zero :/ so many hours lost) I must work on win conditions. To start I will have time, kill counts and score. This will require a score system with teams. Win conditions will be separate objects and enum combinations.
When these things are done I will have a shell of a game that only needs proper collisions to form my base point ( the point which I will have a fallback to submit as my running FYP software). The fallback should be done at the end of december (Exams included).

AI will be started in january at the latest with focus on navigation first, then attacking, then strategy. My Ai will be designed to accept information mimicking that which the player has.
Information that the player has is what the player can see, hear, read on a map, know from experience of playing an area. "Cheats" for the AI will include telling it where it can get vantage points from and local AI communication similar to humans using headsets.
I think I will be going with the rule based AI paradigm but will research others to see if they suit my project better.

I will be dedicating Ai time to the first 3 weeks of january. after that I will be upgrading all aspects of the game to make a finished product I could be happy submitting.

Sleep time now. 23 november after I wake up will be a code heavy day. by the end, drawing should be done at least. and probably movement.

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