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Graze (2015-05-25)


Mord

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Let's see if we can do a weekly release on here until I get it to the point of it being fully playable, at which point I'll officially switch over to the 7800 forum. ;)

 

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This doesn't look too different from last week, but it's now able to load waves from a sdata structure. Easy to add new waves by setting things like time to the wave, maximum enemies at one time, what types of enemies, what AI the enemies can have, the colors of the enemies (And status bar as a result) etc. Not everything is actually functional from the wave data, but it's loaded anyway. For instance there's still just the spinning gear enemies, and there's only 1 AI function currently done. (I've got plans for more already written down, and I'm pondering how to do boss type characters.)

 

Right now the game jumps between master loops based on it's game state. When it finishes a frame it basically checks to see what the current state is suppose to be, and if it's not the current loop, it throws it back to a state_selector at the start of the program. Seems to work well so far.

 

In between waves, as enemies are cleared from the screen, there are no collisions being calculated. This is intentional. :)

 

Over the next week I plan on getting the game to actually let the player die when hit by an enemy. When a player dies, it'll cause the enemies to clear the screen like in between waves, but they'll still be lethal in case there's a second player also playing. This is to help ensure the players won't be revived just as another gear slams into them. Something I always hated in Asteroids. :P

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