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DEV_LOG (7, 21/11/22)
Now in the final week before deadline, all that’s left to be done is to add all the final artwork, replacing any placeholder assets that were used throughout development. Unfortunately, the method I ended up using for placing all of my artwork assets into the world was extremely time inefficient as I was unaware of […]
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DEV_LOG (6, 14/11/22)
With the deadline fast approaching, this week I focused on getting all of the logic completed for the player’s weapon, which I decided to call the ‘Evaporator’. After encountering performance issues with a previous approach that involved the creation and destruction of a lot of collision sprites, I did some research and found a suitable […]
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DEV_LOG (5, 07/11/22)
On the agenda for this week, I decided to focus on the next major feature of the game, the inspectable objects. Starting out I created yet another custom sprite class to contain most of the logic. Back in the game’s update function, I then got the interact control key working, using proximity checks rather than […]
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DEV_LOG (4, 31/10/22)
Commencing development on my prototype, I began by creating a custom sprite class for the player. This allows me to give the player it’s own properties and methods and will greatly improve the readability of my code. Next, I implemented movement controls for the player; I opted for full mouse control for my movement, having […]
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DEV_LOG (3, 24/10/22)
With the basic fundamentals of programming mostly covered, this week served as an introduction to the Phaser framework that I will be using over the next few weeks in order to develop a 2D prototype that is to then be subjected to testing and analysis before the project’s deadline of 25/11. Throughout the rest of […]
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DEV_LOG (2, 17/10/22)
Following on from the previous week, this week began by delving further into the basics of JavaScript; this entailed exploring data types such as arrays which function similarly to how they do in other languages by allowing a programmer to store and fetch values from an indexed list. Additionally, I was introduced to some simple […]
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DEV_LOG (1, 10/10/22)
Beginning this week, I was tasked with the creation of two flow charts that visualise the programming logic of game mechanics. Of the two, the first had to be a mechanic from a game of our choosing, for which I decided on the crafting or ‘fabrication’ system from Subnautica. Truthfully, I had not fully anticipated […]
