Line 23: |
Line 23: |
| | | |
| --UPDATE-- | | --UPDATE-- |
− | Public pre-release of v0.2 available for download.
| + | Pre-release of v0.2.5 available for download. |
| | | |
| == Controls == | | == Controls == |
Line 36: |
Line 36: |
| | {{WiimoteHomeButton}} || Exit to HBC | | | {{WiimoteHomeButton}} || Exit to HBC |
| |} | | |} |
− |
| |
| | | |
| | | |
Line 61: |
Line 60: |
| *19August2009: Apparently I have been spending too much time on it, as I am issuing another release. This one is fully playable, with 2 maps to choose from as well as Attack/Defense characteristics, and a nicer Menu. | | *19August2009: Apparently I have been spending too much time on it, as I am issuing another release. This one is fully playable, with 2 maps to choose from as well as Attack/Defense characteristics, and a nicer Menu. |
| | | |
− | == Still to Do == | + | == To do for next release == |
| + | |
| + | *Algorithm - small space for queue optimisation. |
| + | |
| + | *Fighter - colour change dependant on health. |
| + | |
| + | *Win Condition - Time limit, and if all wiimotes press a particular button then winner has most fighters |
| | | |
− | *Maps - Load in a PNG and assign particular colour to the wall. (LiquidWar uses dark colour for wall, and light colour for path) | + | *Army Seed Bug - check maps when loaded and move seed position if need to |
| | | |
− | *<s>Algorithm - needs redoing (Might keep current one just for testing - as works on empty maps)</s> | + | *Maps - add some more maps |
| | | |
− | *<s>Army population - already cycle thru all fighters, so can add up teams</s>
| + | == Future Releases == |
| | | |
| *Music - Leaning towards including work by my good friend [http://www.notesandvolts.com/ Guy John], whose work includes a Go sequencer, and a DS sequencer. This would involve loading an mp3 file and playing it. | | *Music - Leaning towards including work by my good friend [http://www.notesandvolts.com/ Guy John], whose work includes a Go sequencer, and a DS sequencer. This would involve loading an mp3 file and playing it. |
| | | |
− | *<s>Menu - Simple menu structure in place,just coding looks now.</s> | + | *Maps - Load in a PNG and assign particular colour to the wall. (LiquidWar uses dark colour for wall, and light colour for path) |
| | | |
− | *<s>Fighter - Collision, health transfer, Initialisation. </s> | + | *Special Walls - Invisible walls, Team walls |
| | | |
| == v2 Ideas == | | == v2 Ideas == |
Line 81: |
Line 86: |
| *Clever AI - Comp player will attempt to circle the enemy forces | | *Clever AI - Comp player will attempt to circle the enemy forces |
| | | |
− | *Special Walls - One way walls, Invisible walls, Team walls | + | *Special Walls - One way walls, doors, side-scroller |
| | | |
| *Maps - Different size maps | | *Maps - Different size maps |
| + | |
| + | *Map Editor - create own map in game, then map saved to sd card |
| + | |
| + | *Network - Add network play (just send cursor positions, plus "random" variable using in direction decision. |
| | | |
| == Versions Released == | | == Versions Released == |
Line 110: |
Line 119: |
| * <s>New algorithm based on flood fill causes stack overflow. Might be able to overcome with mesh or different implementation of same algorithm.</s> | | * <s>New algorithm based on flood fill causes stack overflow. Might be able to overcome with mesh or different implementation of same algorithm.</s> |
| * <s>No collision detection on fighters</s> | | * <s>No collision detection on fighters</s> |
| + | * Player 4 has no army on map1 - tries to seed inside a wall. Quick fix will sort this out, but I want to do other changes at the same time. |
| | | |
| == Subpages == | | == Subpages == |