So, I was supposed to start working on some version control. To be fair, not a lot of work has to be done. I just need to create a Github repository for the project, create a prototype branch, and check in the code. But damn if I’m not getting distracted integrating sounds and music into the game!
Ah, good ole Unit Tests.
When I joined the industry in 2004, my company, Vindigo, was all about Extreme Programming. One of the pillars of it is test driven development. Unit tests in particular are pieces of code that test particular components of your code, usually the public methods in your classes. I won’t go into all the details of it, but unit tests give you some level of comfort (when written properly) that if you make changes to the functionality of your application, if tests pass, you probably didn’t break that much stuff.
So from the start of my career, I was taught the right way to do things. Then, many years passed, we got shut down, and in the next stage of my career, test driven development sort of fell to the wayside, in favor of “Get this shit out the door now!!!”. ¯\_(ツ)_/¯
The development train keeps up its momentum with the latest implemented system: Map Scrolling. Yeah, I know, it’s not exactly sexy, but it’s something that is super important, and key to the look and feel of the game.
Now, as I’ve said over and over again, I’m still in prototype mode, so I just whipped up something pretty rudimentary. I know there are ways to to improve it, however, it does what I need it to do, and that is all that really matters.
As for how it’s implemented, it comes down to the following:
Even though I knew exactly what I wanted to work on today, the morning started out very slow. I was attempting to do some work in the bedroom while my daughter watched some cartoons, but that didn’t work, as she was more impressed with sitting next to me and pressing every single button on the laptop. Then, she laid on me, I decided to “rest my eyes”, and a couple of hours later, I woke up, feeling like shit.
I’ve been a little busy with work lately, getting ready for a pretty big release in the coming weeks. It sucks, because it’s taken so much of my time that I haven’t been able to do as much game development as I would like. But, such is life…
In my last entry, I ended with saying that I was going to watch another quill18 tutorial on YouTube, and as expected, I came away with lots of new information, as well as an algorithm for pathfinding, which you can see in today’s GIF.
Well damn, look at that! I’m back, and it didn’t take a few months. Maybe I can keep things going this time 🙂
So, keeping with my rough bullet list of things I wanted to work on, I started the initial work on pathfinding for the characters/units in the game. Actually, before I could even do that, I had to take the spaghetti code I currently had, and try to break it up into logical pieces, so I could then implement a basic state machine to control everything going on. As of now, I have the following states defined:
State Of The Union
What’s up, people? No, I’m not going away for another 2 years. Life has happened over the past month, but now, I’m back to it!
So yeah, long gone are the days where I can put in 8 hours a day of work, 6-7 days a week. I mean hell, I was already doing that while holding down a full time software engineering job. I was 24-26 during those times. I’m now 36. I’m married. I have a house. I have an almost 2 year old daughter. Yeah, not happening.
However, to be fair, I can’t blame it all on that. There is this other thing, called Destiny: Rise of Iron. That launched 9/20, and being the hardcore player that I am, I had to experience all parts of it, on my Hunter, Warlock, and Titan. Story missions, new strike, Iron Banner, and most importantly, the new Wrath of the Machine raid on both normal and heroic modes. I’m sorry! I just had to do it, and get it out of my system. New content shouldn’t be dropping until their annual spring update, so I’m good now, I promise!
But enough about non-Rose of Eternity stuff, because you’re not here for that. Here are the highlights of things I’ve been working towards: