I think, so far, that this project is going really well. We'll see within what time frame I manage a release and use that, along with the quality of said release, as a benchmark for the effectivity of using the simplification of a project as a tool to reach milestones. I'll even do a retrospective look once the game is all done and I can't think of anything to add or take away from it any more. Perhaps we can learn a thing or 2 about motivations and work flow management.
As long as I keep at this, I'll do a weekly update on things, which should probably be monday evening, so right around now. Feel free to check back then. Now here's the changelog I kept since the last post, and another screenshot.
See you next week!
CubeWars
by: Nino v.d. Mark
v 0.3 (unreleased)
- Tweaks to improve the player's appearance
- Box collisions work now. You can collide with everything.
- Lots of fixes to the box collisions to make it infallible.
- Tile's now have 4 solid states: None, Platform, (Vertical) HalfBlock and Solid
- Another tile drawn, it kind of looks like a treetrunk.
V 0.2 (unreleased)
- Improved physics accuracy on platforms
- Releasing the jump button early now properly reduces maximum jump height
- General physics behaviour tweaks
- Object facing added, loaded from secondary fobjects.bmp file
- Levels are now loaded from RCF files
- Level tile array size now depends on need as indicated by level file
- Fixed collision state properly reporting on Debug HUD
V 0.1 (undated)
- Basic player, simple physics and interaction with level tiles
by: Nino v.d. Mark
v 0.3 (unreleased)
- Tweaks to improve the player's appearance
- Box collisions work now. You can collide with everything.
- Lots of fixes to the box collisions to make it infallible.
- Tile's now have 4 solid states: None, Platform, (Vertical) HalfBlock and Solid
- Another tile drawn, it kind of looks like a treetrunk.
V 0.2 (unreleased)
- Improved physics accuracy on platforms
- Releasing the jump button early now properly reduces maximum jump height
- General physics behaviour tweaks
- Object facing added, loaded from secondary fobjects.bmp file
- Levels are now loaded from RCF files
- Level tile array size now depends on need as indicated by level file
- Fixed collision state properly reporting on Debug HUD
V 0.1 (undated)
- Basic player, simple physics and interaction with level tiles
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