Monday, November 29, 2010
Lock On!
For our latest sprint, I've been tasked with implementing the target lock and pod tracking system for our game, and it's turning out to be a doozy. We were initially thinking that we would allow the player to toggle between the five targets nearest to her, but what I've implemented of that do far seems a little impractical. It would involve a huge amount of iteration, cross-checking, and updating of player history, and I'm just not sure it will be practical. Jason suggested that, for now, we just target between the nearest and next nearest ships. This will move the number of iterations through ships down to one, and will take a lot less time to implement. Now we've just got to sell the rest of the team on it. Perhaps we'll flesh it out next semester when we have more time.
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