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375 bytes added ,  13:57, 21 August 2009
Updated to do list -plus future features
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--UPDATE--
 
--UPDATE--
Public pre-release of v0.2 available for download.
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Pre-release of v0.2.5 available for download.
    
== Controls ==
 
== Controls ==
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| {{WiimoteHomeButton}} || Exit to HBC
 
| {{WiimoteHomeButton}} || Exit to HBC
 
|}
 
|}
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*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.
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== Still to Do ==  
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== To do for next release ==  
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*Algorithm - small space for queue optimisation.
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*Fighter - colour change dependant on health.
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*Win Condition - Time limit, and if all wiimotes press a particular button then winner has most fighters
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*Maps - Load in a PNG and assign particular colour to the wall. (LiquidWar uses dark colour for wall, and light colour for path)
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*Army Seed Bug - check maps when loaded and move seed position if need to
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*<s>Algorithm - needs redoing (Might keep current one just for testing - as works on empty maps)</s>
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*Maps - add some more maps
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*<s>Army population - already cycle thru all fighters, so can add up teams</s>
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== 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.  
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*<s>Menu - Simple menu structure in place,just coding looks now.</s>
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*Maps - Load in a PNG and assign particular colour to the wall. (LiquidWar uses dark colour for wall, and light colour for path)
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*<s>Fighter - Collision, health transfer, Initialisation. </s>
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*Special Walls - Invisible walls, Team walls
    
== v2 Ideas ==
 
== v2 Ideas ==
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*Clever AI - Comp player will attempt to circle the enemy forces
 
*Clever AI - Comp player will attempt to circle the enemy forces
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*Special Walls - One way walls, Invisible walls, Team walls
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*Special Walls - One way walls, doors, side-scroller
    
*Maps - Different size maps
 
*Maps - Different size maps
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*Map Editor - create own map in game, then map saved to sd card
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*Network - Add network play (just send cursor positions, plus "random" variable using in direction decision.
    
== Versions Released ==
 
== Versions Released ==
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* <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>
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* 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 ==
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