Archive for January, 2011

Scores and Level Statistics

Version 0.4 is on the way. Only a few times left to go to sleep… 🙂

Yesterday I’ve added the initial score system, a simple accumulation of scores given by shot enemies. There are no lives anymore. You can replay each level as often as you want. You just have to pay with your score points. I’m wondering how this will effect gameplay in the future.

Today statistics found their way into the code. For the first impression I’ve implemented the enemy kill percentage which gets reported at the end of each level. Some people like perfect runs so the kill count will be their indicator.

new score and end-of-level-statistic

There are several other additions like display options or drop shadows. Version 0.3 suffered from a bug in the particle engine which is fixed now. Nevertheless there are some other magic frame rate hiccups, e.g. coming from the input system (PeekMessage() stalls, very strange). Version 0.4 should give some answers if these problems are just on my machine or on yours to.

See you in a few days.


Shadows Finished

I’m always pretty lazy during Yuletide. There is hardly time left to work between all these celebrations and events.

Nevertheless, I’ve finished drop shadow rendering yesterday:

drop shadow screenshot

Read this if you are interested in how this sausage was made.

What’s Next?

The next big points on my to-do list are:

  • reactivate adventure mode
  • online highscore board
  • create real game-play in available levels
  • finish graphics in available levels

I don’t know which one should come first. The order basically depends on the time point I’m going to switch over to closed beta. The alpha phase should end in the near future. That means Nordenfelt will start to cost a few bucks. It will be a fraction of the final price. Purchasers will get full access to an exclusive area where they can download all versions and can take part in the further development process. Finally they get the full game for free when it’s done.

Going beta at the end of February seems feasible. After a year building the engine it’s time to leave the demo state.

I’m looking forward to welcome you in the exclusive beta area!