Blast, I failed!!
I had to work on Saturday, and then spent the rest of Saturday playing video games instead of working on this one, because I somehow had the twisted idea that I’d be able to get this game up and running within 6 hours or so today
Actually I pretty good amount done
The plan was to make a tower defense-like game, where you can deploy units in whatever formation you want to protect your main character, while semi-intelligent enemies would advance from the left and attack whoever’s closest or whoever they could reach.
The challenge would be that you can’t actually create walls, so the idea would be to use heavily armored characters in the front to block as many attackers as possible without spending too much gold on the armored characters, and to put weaker ranged fighters in the back.
Here’s what I reused from the last Dare entry/attempts:
– Sprite-rendering engine using OpenGL ES 2.0 for Android
– App framework (‘Hello, World!’ type stuff)
– Touch-handling code
– Android/OpenGL text rendering code (renders text to an OpenGL buffer)
Here’s what I implemented today:
– Base class for fighting units
– Child class for your main guy who needs to be protected
– Child class for attacking units
– Sloppy workarounds for Java’s ridiculously stupid inheritance model
– Projectile parent class
– Melee attacking functionality
– Movement code (without clipping/pathing)
Remaining:
– Actual projectile functionality
– Building units (about a third done already)
– Displaying unit HP
– Displaying attack notification text that fades away
– Showing that a unit was attacked by flashing it or something
– Pathing/collision
– End game conditions
– Detecting unit death