Tuesday, May 12, 2009
Recent development
Recently I took up the work on this project again and I finished the automatic testing part quite quickly, once I started to work with the interactive part I realized that all the code I put in the interactive test class I realized it worked more or less the way I wanted to, but the code was messy and it took a long time to extract it to what I call event classes; I now have action events and item events. This was the first step to going away from playing in a console window and building a guided user interface instead, I managed to sort the test class out and make an interface for I/O and set up a GUI to display and get choices from instead, also for testing purposes I created a third implementation of that interface which always gave fixed returns and displayed the same as the original test class. Finally the differences between the tests were so insignificant I could use the same code for all and from that I created a driver class, which is the main thread of the game.
Parallel with this I worked on stages, jobs, monsters, skills and items where I managed to implement all of these using simple configuration files and the properties class, this way I have created all but the agility job among the base jobs and one or two jobs for higher grades. Stages full with monsters and item rewards at the end ranges from stage 0 to stage 7 now, with stage 6 as a boss, I’m only satisfied with the story behind stage 0 and 1 though, the introduction and tutorial stages. For each stage there will be a lot of work needed with the balance but as long as I haven’t finished the jobs and their skills there is not much point in working on balance questions, the new timing attribute I will add today will also affect balance greatly.
Parallel with this I worked on stages, jobs, monsters, skills and items where I managed to implement all of these using simple configuration files and the properties class, this way I have created all but the agility job among the base jobs and one or two jobs for higher grades. Stages full with monsters and item rewards at the end ranges from stage 0 to stage 7 now, with stage 6 as a boss, I’m only satisfied with the story behind stage 0 and 1 though, the introduction and tutorial stages. For each stage there will be a lot of work needed with the balance but as long as I haven’t finished the jobs and their skills there is not much point in working on balance questions, the new timing attribute I will add today will also affect balance greatly.
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