Wednesday, October 30, 2013

Midterm Technical Update

In our demonstration version (available today), we have completed the following:
  • Preliminary game loop
  • Multi-unit selection and movement
  • Collision handling (i.e., damage dealing) with asteroids and enemies
  • A firing mechanic - if the SPACE bar is pressed, all selected ships will fire in their forward direction
  • Level 1 win and loss conditions
  • Partial level 2 loss conditions
  • Rudimentary Enemy AI, including:
    • Detection of player-controllable ships
    • Engaging of player-controllable ships
    • Chasing of player-controllable ships
While not in the demo, we are currently working on:
  • Adjusting the multi-unit movement to use flocking behavior based on Boids
  • Assigning the enemy ships patrol paths to follow
  • And a few small gameplay-oriented tweaks, such as highlighting selected units, and finding idle units
Please note that in the demo, the first level is currently the only level that has win / loss conditions. Passing the level will lead to the second level, which currently appears similar to the first level - but without the win conditions of the first level.