A quick reminder that while I’m writing this in the present tense (easier for me than switching tenses) we’re actually looking at this game as it existed three weeks ago. My first code check-in is dated July 29, so we’re visiting the past right now. If things go the way they usually do, then this series will eventually catch up to the present, since coding tends to slow down as a project grows.
So I’ve got my world of random walls and I’ve got a little avatar I can fly through it. I guess next we should work on AI. But to work on AI we need some foes. Well, there’s no sense in adding foes if they can’t attack me, and I don’t want to debug both AI AND shooting mechanics at the same time, so I should add shooting first. Of course, shooting will require collision detection. And to add these things to the scene I need textures for it all so I can tell one thing from another.
I’ll be using one texture for all the foes and projectiles in the game. In old 8-bit games this was called a sprite sheet and it looked like this:
Continue reading 〉〉 “Project Good Robot 3: Killer Robots”
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