Tactics!

Three months later, and I’m back.

Tactics is relevant again, I’ve been resorting code, making things less ugly, and adding functionality to the engine for almost a week now, which means I’m back!

First of all, what have I done up until a week ago?

I was working on graphics, getting polygons to rotate properly, and did it.
I released a working version of this, with a square, movement and rotation. (I was pretty proud of myself: I don’t care what anyone else thinks)Colors, scaling (i.e. zoom) and non-oblong shapes are all completely within the scope of the code I have made, but the point of the release was to test the one feature I had doubts about, not to show off the features I’m comfortable with.

Then I moved house and forgot about it until now. With school exams finished for the semester, I started programming last week, and I feel comfortable saying that I am back!

Since graphics are working, I’m changing the layout of the source, and creating a “game instance” class that will help separate the graphics, engine, and game from eachother, and then it will be work on actual game mechanics like entities and movement!

Exciting times.

So Now What

Short meta:

I have just finished py4school, and now I am on holidays. I should be getting back into my original projects soon, although it does depend on a few things…

Anyways, back to C++ is the point, particularly with Tactics, we’ll see what happens to Zombies.

See you in a few weeks.

Testing my Game

Not because I was worried about it not working, but because I have to.

Testing Procedures

Some browser-side zooming is recommended on that image.

The first test poses a number of battles of Frog versus Toad, to see who wins.

I am testing the defending advantage, then a neck-and-neck battle with a slight bias, and then a battle in which both sides can insta-kill. (falling back then, to the defender’s advantage)

The first test made me realize that I’d programmed a defender’s advantage when I was expecting an initiator’s advantage, but that is fine.

Once I knew how the advantage behaved the rest was fine.

Next I tested potions, which have been designed to provide three stat boosts, and all of the tests went as expected.

The algorithms are all being calculated as expected, and caps on health are functional as well.

“Lots of Potential”

I’m approaching completion of the program in terms of meeting criteria, with at least three quarters of the necessary algorithm made, it’s just a matter of:

  1. Creating enemies
  2. Creating item functionality
  3. Linking all gameplay elements to create a game out of the existing toys
  4. Content such as variety of items/effects, different enemies*
  5. A levelling thing?

*Beyond this it isn’t actually necessary so I doubt it will get done.

Things I have made recently:

  • World map
  • Functionality to look around local area
  • Ability to view inventory
  • Ability to collect nearby objects (in inventory)
  • Ability to move to objects in area.

Code Released here.