I had been contemplating for a while whether to get someone else to do the art work that was more skilled than myself so I could work on with other parts of the project but decided that I would have enough time to complete this task - and it turns out I did!
One draw back of trying to get someone on board at this time in the uni year is the workload. No-one has any time to spare. Nonetheless, I was able to communicate with a few folk and tell them of my plan for the game; but as I said workload plays a part in the 'No can do answers'. Since there seemed like no time to waste I decided it would be best if I done them.
I will post up my final results at the end of the working day ( seems to be about 11/12/1/2 until 9/10/11 which is a good 7-9 hours so far since Wednesday which appears to be working as I am getting a lot of work becoming functional, organised and enhanced - which is exactly what agile promises - robust, quality software completed on time in a flexible way for the workforce to handle effectively.
18:30
I have done a unit test to ensure that the animation will work in the main game file. It took me a while to figure out how to code the frame setup but I got there in the end.
The programming addenda for the following sprint week is as follows >
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* Enemy sprites - Obstacles such as boulders, footmen of anubis, chamber wall chunks,
* Setting up the attack functionality
* Left and right involvement in the gameplay
* Sound
* End sequence
Tomorrow:
Collision detection - again another new part of the learning. I reckon I know what to do but - simply checking if
if player.x == guard.x; then a variable is set to true, the HP HUD reduces by one and the game play continues until dead
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