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3月29日

Some UML Design

I took some time this morning to display the inheritance model I will be using for implementing the player and enemy objects.  Basically I will have a base player object will define some generic properties for the a moveable character in the game.  These will include properties like velocity, position and direction, etc.
 
A common Enemy class is then derived from that base class to provide yet more functionality, such as AI and the ability to react to the environment.
 
Every enemy type will then be derived from that common Enemy class to define their own unique attributes.
3月28日

Test Character Image

This is the test image that Louis sent me for the main character in the game.
 
Looks pretty good!
 
 

Long time no post....

It has been quite some time since I have posted here.  I haven't been slacking, quite the opposite in fact.  I have been hard at work on the Zombies At My Highschool game.  Louis Ferina has done some art work and I am continuing with the coding aspect of the game in between real life and work.
 
The physics aspect of the game has gone through a number of iterations.  First off, I tried to do simple collision detection, but that didn't quite pan out.  Next, I took a peek at the inner workings of the Farseer Physics engine and modified my own 3D simple collision detection (mind you there were no kinematics involved).  This worked well, but began to create complexity when there didn't need to be.  Finally, I adapted the 2D tile based collision detection system into the game, and this works as planned.  I don't think I will be tinkering with the physics aspect of the game any further as it keeps putting me behind on my schedule.
 
The rest of the engine is going well though.  Objects, players and a scene graph were added as well as a game state manager.  Further screenshots to come.
 
I have posted a link to the 2D tile based collision detection technique I am using in my engine.