
This week I only had a small job towards the game; the fueling system. It took two attempts to implement this, the second time being the same as the first attempt in every way apart from using the ApplyBreaks() function in the ship class. In the ship class I set up two variables; _fuelLevel to give the ship a value for the fuel and _fuelConsumption for reducing the fuel level by.
Also in the ship class, in the Accelerate() function, the fuel consumption is taken away from the fuel level. If the fuel level is 0 then the ApplyBreaks() function is called. This function just slows the vehicle down to a stop.
Dave implemented waypoints this week, and using one of these waypoints as a refueling point I could complete one of the requirements for the game; the ability to refuel. This was done by checking what waypoint the vehicle is at. It it is waypoint 3 then the fuel level is set back to it original value. Also, for testing purposes, I added the ability to refuel immediately by pressing X on the 360 pad.

This week we also got some impressive concept art from the artists, including levels and weapon designs. Over the next week I will be expecting to receive a level and some other art assets, which Joe will decide on.
As Project Leader I am expecting to have our Time Trial game mode finished for week 6. After our slow start we have picked up the pace the last couple of weeks and I really think this deadline is within reach. Really it is the art assets that we need now to make it start to feel complete.
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