Archive for the ‘Space Fortress’ Category
Defining Entities: Feedback
I love getting feedback! Thank you!
Jamie kicked things off talking about priority queues. I like the idea of using priority queues for tasks. It makes the most sense. I had something similar set up in the old space fortress, which allowed the player to dig holes in the ground. When the order came in, a [...]
Defining Entities
I’m having trouble coming up with a way to define an Entity in the game. I know it’s going to be some kind of finite state machine. I tried to come up with one for my sample unit, a worker unit, the peon, the bread-and-butter of your team, and didn’t conclude much at all. All [...]
Hapax legomena
When I can’t sleep, and don’t code, I go on these Wikipedia safaris. Today something awesome happened and I learned about hapax legomena. I totally have one and you’re staring at it.
Space Fortress wise, I have been getting some boring-to-discuss sloggage into a sprite system done. I now have:
An entity system (to be discussed later) [...]
MVC Obsession Woes: Part One
Due to a wee bit of trouble falling asleep, I started hacking in some better ‘entity’ stuff into Space Fortress. I ran into some issues which resulted in me not finishing what I had hoped for tonight. I find blogging helps make my brain work. This post explains my tragic obsession with MVC, an architectural [...]
Space Fortress: Showcase!
Things are now at the point and the GUI stuff seems squared away. It’s not finished or anything, but it’s ready for future expansion. Lots of the older code has been gutted out, it is becoming more manageable.
There was also a great big overhaul of the scene drawing code. Right now there are two drawing [...]
Space Fortress: A lot of work
So, the UI is coming along wonderfully now. I’m just realizing that the game below it is incredibly convoluted for what I want it to now become. Thanks to the glory of source-control, I might just spin off a new hunk of it without all the odd legacy stuff. I think I need to get [...]
Space Fortress: Input Revamp
Now that I’m using a GUI like Thingle (a conclusive tutorial is coming, but at the moment it would be the blind leading the blind), I’m wresting with a few issues dealing with which widgets are going to consume mouse and keyboard events. In my current implementation, if you (say) highlight some text in a [...]
New Feature: Feature-creep Bucket
As I come up with a creep, I stick it into a file, and it gets chewed up and plopped online to my feature bucket! I had no idea how much I had forgotten about Python! This one’s just for Space Fortress right now.
Feature Bucket
If you are ever lucky enough to find a feature in [...]
Space Fortress: Meat and Potatoes
Okay! So it’s time to shake off the dust and start working on Space Fortress’s core design components. There are some things that are good already, others that need to be scrapped and redone almost completely. Luckily, I’m pleased with how I built the non-changing parts so they’ll survive.
In this little blog I will discuss [...]
Space Fortress Redesign
I tried to write up some kind of design document for Space Fortress when I started because I felt like I had too many features I wanted to get off my mind before they started creeping into the code prematurely. The result is kind a of weird looking brain dump. I dumped out my original [...]
