We’ve separated the project into four parts. Each part will be worked on by a different member of the group. I’ll be working on the map design and functionality. The other three parts include the story screen, the pause and item menu, and the battle mode. So far we have the map design and battle mode sections of the write up complete; still waiting on the story and pause menu to be completed.
For the map section, I decided on something a little easier at first, and may be made more complex, time permitting. Will be working with nodes, each node will have a randomish chance of finding an enemy, or a smaller chance of finding a key required to get to the bosses node. Each node will also require being inspected, before the next node is available. Each node may be revisited multiple times, though once the world key is found, it will not show up again in the same world. The next world will only be available through the bosses node, which is going to have a link to the next world. In essence, it will currently be one long liked list, with a pointer to up, down, left, and right.
Another potential with is to have an open world, that is not restricted to moving between nodes, but have nodes that will activate when passed through, and will have a chance to find an item, or an attacker. A bit of a run on sentence, but had to get it out. This might make finding the item rather irritating to find, and make the game less enjoyable. Hence the nodes for enjoyment. There may be chests, or some special areas designated to search for the item, and thus a more likely employable strategy.
That’s my ideas on the current project, at least as far as the map goes.
Before we start any coding, the professor discussed some formatting issues, and how to design our code, especially for working in groups. We’ll need to make things clear. I’m looking over the google coding style now, and will push for this style, instead of spending time trying to create one of our own. I wish ctl z would just take you back a page, so much easier than hitting the back button or using the swipe feature IMO. Then again, I’m getting a little too used to the ctl options :P.
iOS 7 is finally installed on my iPhone, trying to get it to work on the iPad now, no dice yet. Still stuck on the verification. Too many people trying to update at the same time!
Finished discussing our upcoming project for CS340 Program Designs. Started installing the iOS 7 software earlier for my iPhone and not even half way done, over an hour wait so far. Plus the 16gb version leaves very little space for fun. Had to remove a good amount of programs to get it to install. And I just started upgrading my iPad, really hope nothings goes wrong with these devices, phew. Taking a chance that iOS 7 is functionally bug free.
Our project is a mini RPG, at least that’s what we’re aiming for. Will be working with a Zelda/Pokemon style game, unfortunately none of us are artsy, so the graphics may leave something to be desired. May implement multiple worlds, and a variety of upgrades. We are currently planning on having 3 screen types: Pause menu, with various upgrade and item manipulation; World screen, where the character moves around and may interact with other NPCs to get side quests; and a battle screen, which is self explanatory.
Just had the other group members set up a bitbucket account. In course we were asked to install Deoxygen, which we’ll be using for the documentation. So far so good, I hope.