As of July 13, this is intended for the top down zelda clone. These are my thoughts on the potential structures of file formats.
Coding tasks:
These are the tasks I am going to handle from the in-game side and also when I plan on finishing them
Saturday
Basic infrastructure
This will include the scene API, the input abstraction model, and possibly some joystick configuration API. This can be done in about 2 hours and will unblock ikr and Falun from working on independent coding tasks.
Map Editor
This MUST complete, (mostly) bug-free, and usable by the end of the first night. This timeframe is absolutely critical since Sunday will be the most important day for our level creators who will be most energetic on that first full day and will not have school or work. My hope is that 35% of the maps will be generated on Sunday.
Preliminary Menu Handlers
Without assessing too much about how the API actually works, write routines to populate, navigate, and close menus. When the basic infrastructure comes in, refactor till it works. My preference is for box selectors that automatically wrap around either text or sprites based on their size.
Area From File Factory(*)
Personal goal: I'd like to load a single area from file, with all relevant information intact, without any of the routines for rendering or controlling behavior.
Monday
Stick Figure adventures
Basic game mechanics. Walking, running, colliding with walls correctly, and doors warp/trigger tiles.
Map reader
After the basic engine works, I will throw together a map reader and hopefully things will start taking shape at this point.
This is the day that I think will come in ahead of time so I may start working on Tuesday tasks at this point.
Main Menu
A simple call to game.new() game.load(), preferably, then switch game to the active screen.
Inventory Menu
In anticipation of Tuesday's item usage, I'd like to write a page to render all items and let you select them. Questions: to keys? to one particular slot?
Map Menu
Simple: a menu for viewing the world map, possibly noting items of interest.
Tuesday
Item usage
I'm planning on 7 "dungeons" each with a unique item. Some may be stats based (increase your defense or some such) or if we're desperate, some status item (can't pass a certain point without it, even though it provides no physics value. Think of the Moon Pearl from Link to the Past). There will be at least a couple items that introduce some sort of physics value, so I will do those today. And the others, if applicable.
Updating HUD elements
I'd like to make a life bar/blocks, selected item display, hack these into the main screen update/draw.
Wednesday
Battle/Enemy interaction
This tends to be complex. Hopefully it won't take the whole day, though. I'm sure there'll be plenty of polish to do at this point if I finish early.
Try to take bug fixing pressure off blake
Speaks for itself.
Thursday
Environment interactivity and polish
Any unique behavior will be done today. Stairs, mud, moving tiles, switches, etc.
Friday
Increasing enemy and boss diversity
The more the merrier. Of course if there are other more important tasks, this task can be chipped away from to focus time elsewhere. Hopefully that won't be necessary.
Saturday
Polish and package
File Formats will be handled entirely by blake and will be on whim.
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