måndag 23 maj 2011

Week 20

Okey so this week I have been doing some stuff here and some stuff there, in the start of the week I continued with the laser weapon. After 1,5 days trying to get it working properly I decided to hand the task over to our lead programmer because I couldn't get it to work.

After the dicepontment not getting the laser to work I helped out with the network, fixing the client class and testing it so we could get in to the beta state. Our goal was "When  we  have network we go into beta".

End of the week I started helping out with the HLSL programming, more specific the lightning in our game. So I started reading about the subject and trying to understand how HLSL programming works.

Thanks for reading.

måndag 16 maj 2011

Week 19


Okey so this week have been all about adding a new weapon to the player, and its a laser.

Why it took so long time to add this weapon was as usual that i didn't knew how the code was built, so I tried to follow the same structure that the grappling hook has and I think the laser weapon is complete now. Its not perfect so I will probably tune it a little in the next week.

Tanks for reading.

måndag 9 maj 2011

Week 18


The start of this week I finished updating the spritecomponent, so now it should work properly. The problem was that I forgot about sending the graphicsdevice to the spritecomponent, but when I fixed that the component worked the way I wanted.

After that my new task was to create a input system and as usual I did some research on how to create this new system. Through reading I got a pretty good idea on how to create a input system. I ended up with creating a system that at the moment support game pad and keyboard. End of the week I did much testing of the system and I think i m done with this task now and will start with something new.

Thanks for reading. 

söndag 1 maj 2011

Week 17

Okay so this week I have finished my work on the particle system. At first it was a bit confusing trying to implement the system in the engine. My particlecomponent goes in to my particle system, my particle system goes into my particle manager. This code was no problem to implement, but when I realized all the other classes that need information about my three classes all got a hole lot worse. So to fix this problem I added different helper classes and xml files to help hold all the data for different particle effects. So now we can create different particle effects through xml files and get some really interesting results.

At the end of the week, I started adding code for our first playable on Thursday next week. The task at hand is get the background to show... I realized that the Pointspritecomponenet didn't support this, so I have dug in into that class and hopefully I can fix that soon. 

Thanks for reading.