Feb 10-22
This week Jason and I worked together to get the HUD elements title-safe (which, it turns out, we didn't do very well and need to work on more today). We were assigned to make the font something more spacey-looking, but somebody beat us to that. We also got the reset function in the pause menu to work correctly.
We also fixed the time element of the HUD so that it started when a new game started instead of just counting how long the game had been running. We spent some time trying to get it formatted correctly as well, but were unable to. Of course, it was some simple fix for James, who had some experience with the formatting of strings.
Also, I was tasked with coding the giant energy balls that our 2nd capital ship and our heavy fighters shoot. This is where things started to get a little tough for me. Since I had spent most of our time working on the screens and HUD, I didn't have a very clear idea of what the actual game code did. This made this task the hardest of them. I coded up something that I thought would work, but didn't know how to put ships into the level so that I could test it. I committed my code for the day at that point and let the team know where I was. When I next heard about it, Felix had moved the code around, and almost completely rewritten it. Since I was already unsure of myself with respect to the game code, this kind of struck a nerve and made me feel kind of ...ancillary to the group. Since then I've seen that my code is actually still there, but I've had a hard time feeling very committed to the game since. Though I've tried to complete my tasks, I probably haven't put in as much time as I should have - a fact that I hope to rectify during the testing process, which I have some experience with.
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