Wednesday, April 29, 2009

Things are now on fire and can explode.

Wednesday, April 22, 2009

I can command my monsters to assault me with brightly colored balls!

Mahahahaha!

Monday, April 20, 2009

This AIMaster class is trickier than I originally thought. Yet another glorious example of how work tends to expand exponentially.

Monday, April 13, 2009

Working on an AIMaster class. This class will essentially be another unit on the playing ground, but it has the unique job of giving the other units under it's authority orders. Upon death of the AIMaster all units revert to their default behavior, which typically makes taking out the monsters easier.

Monday, April 6, 2009

It's official. My monsters can now surround me and proceed to beat me to a pulp.

An unexpected side-effect was that in the midst of their flailing at me, they beat each other to a pulp as well.

Friendly fire ftw

Wednesday, April 1, 2009

yay, problems fixed in the AIChase code. I can (in theory because I feel miserable and would rather go home than test it) make a group of monsters that surround the player.

Monday, March 30, 2009

Trying to implement a crude (?) AI system.

Effectively, the various objects will add AIModule subclasses to a vector of AIModules, and each module will take some action each time. For instance, the AIChase module chases a target and tries to get to a certain spot around them. The AIAttack module waits until the target is within range and attacks.

Looks like it might be working so far, although AIChase seems to not want to get on the right side of the target.

Thursday, March 26, 2009

The player class has been brought in line with how everything is supposed to work. It's working much better now that it's using the same central update function as everything else, instead of just pretending to.

I have got to be more careful with throwing the virtual keyword around.

Wednesday, March 25, 2009

Enemies can die now. Code has been restructured so it's better and stuff, primarily to allow subclasses of the basic arch-type to be customized more easily.

Monday, February 2, 2009

In a surprising turn of events, things seem to be working better now. Two entities can now bash on one another and actually effect each other. Combos seem to work properly now. Universe is clearly smiling on me, although for how time will only tell. Running strikes seem to work now as well, although they need to be aligned to the time-passed instead of the speed of the cpu.

Monday, January 12, 2009

Still fighting the ground handling. Not sure what went wrong, or where, but I've restarted with a new (simpler) approach. Still having some problems though, and heavily considering putting it on the backburner in favor of working on the combat system.