So David went ahead and overhauled some of the current programming structuring, esp. for my sprite object class which was sorely, sorely, sorely needed. It now reads more like a dictionary of methods instead of the inane ramblings of an amateur programmer. David: 1 Kevin: 0
And introducing, on the right hand side... oh. Nevermind |
Almost as bad as this doodle |
(At this point, I'm working with four enemies sharing a same target pattern with different target offsets, or they all share the same set of points to go to, but they start at different points on the path. I've named them each. Bob, Brett, Bill, and Ronald)
I have fixed the bug, but I'm still not entirely sure why Bill kept skipping his target and trying to go to Ronald's before Ronald even had a chance to arrive at his own target. Needless to say, this is not good and warrant's some more attention... that I shall give at a later date.
Ah, Procrastination |
Indeed. |
I toss the term flexibility around often when I discuss code, to me flexibility is a piece of code's ability to handle many different situations and preform more in fewer functions. Not fewer lines of code, optimization is not my strong suit, but simply give a few pieces of code that do lots of good, juicy work. The more I look at the current pattern/phase system I've developed, the more I'm convinced that a new system will have to be created, and this time I'll have to really sit down and think through what I want the system to do well in advance of the start of my coding.
or not. |
...That's funny, it seems like somebody has given me similiar advice before....
Oh, right. My professor.
Turns out I should listen to College Professors, who knew?! My great enthusiasm to begin a project does not protect me from poor spur-of-the-moment implementation! (Though sometimes that is honestly when I am at my best)
Regardless, The system I have works, I just don't know if it will be able to handle all that David and I will want it to crank out, I designed the system, unintentionally, to be independent, each enemy has their own patterns that aren't known to others which in some instances can be great, but may need to end up changing. In such an event some may say the current code I have can be salvaged but... Well let's just say it would be probably easier to devise a new system.
Which may make me do this. |
It will probably be for the best though, help with my understanding of crucial elements of gameplay.
And how to make my code look as purdy as David's.
Until next time!
How will this end? |
Oh. |
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