Showing posts with label concept. Show all posts
Showing posts with label concept. Show all posts

Saturday, 1 January 2011

miTanks, Part 3

As neither me or Foo know how to successfully draw to the screen, we thought we'd make it as easy as we could. Firstly the game will be the size of the screen. This will remove the need for scrolling. The battlefield size will be in relation to some fixed variables, so can be easily changed at will. The game will be completely in landscape view.

Foo agreed to do the visual side of the application. Considering the amount of lower-level coding Foo has actually done, and the combined skills we possess for graphics, this looks like the hardest part. Seemingly working from scratch, the progress on this is slow. So far there is nothing to show.

Done so far:
Did a quick class diagram for the actual game.

























Most of the inner workings are completed for in game.
The game physics work, (untested).
Simple flat terrain completed.
Support for differing gravity, wind and landscape.
Support for random terrain generator.
Support for multiple weapons, including weapon movement and collision calculations.
One weapon implemented.
Multiple matches in a game.

Still to do:
Getting input. Once input can be received the usage is already implemented.
Tank movement.
Display. Location calculations implemented. Just need to know how to put an image on the screen.
The game cycle. This will be very easy. Just need to actually do it.
AI calculations, of differing skill levels.
Perfect AI, should be easy to do.
Absolutely useless AI, is even easier.
Realistic AI is somewhat harder. Shouldn't take too long. I'd just fudge some numbers from the perfect AI.
Defensive weaponry support. Shields and such.

Things YOU think I should add:
Leave a comment. Tell me what you would like to see.

Friday, 31 December 2010

miTanks, Part 2

Something I've missed:
Android apps are written in Java plus some xml for view layouts etc.

I have started drawing up a rough class diagram for the game and started to think about how to implement destructible terrain. As we want a clean fall animation for the ground when a piece is broken below, I am currently thinking about having the entire game screen as a 3d boolean array. Animations with this will be incredably easy. Hopefully this won't be too much to process every turn.

Some minor code has been written to help visualise the working of the tank class. As this is early on in the process it is likely to be rearranged quite regularly, due to the nature of eXtreme Programming.

I will try to have the game run on both the Android and a computer. This will help for initial game development as testing on the Android Virtual Device is time consuming. Also when the game is complete I will release a run-able jar file so everyone on here can play the game.

Most likely won't be doing small releases as we go, due to the size of the app. When it is actually playable it will almost be finished. Just bug fixes, extra weapons and smoothing out code after the app works.

Here are some initial concept shots by Foo.
Initial Concept Screenshot
Second Concept Screenshot


Sky

Tree

Concept Tank 1