Prettied Up: A Little Bit...
A very little bit. Changed the colors and added tiny graphics for where the fleets are. The new color looks way better than the default Windows grey. In memory I have an enemy fleet saved that I can battle (eventually).
A dev diary of the sucky carrier game I'm building. Non-historical, trying to give the player interesting decisions to make. Less logistics, more ordering ships and planes around. After this, maybe a zombies in a city game.
A very little bit. Changed the colors and added tiny graphics for where the fleets are. The new color looks way better than the default Windows grey. In memory I have an enemy fleet saved that I can battle (eventually).
Posted by russellmz at 9:53 PM 0 treatises
Labels: fleet icon, screenshot
So, this is the first news of my new game: Carrier Wave. Yes, I'm excited too. Here's a screenshot:
Yeah, she ain't much now, but I got high hopes. Behind the scenes the program serializes classes into xml and back. So each ship gets its own node tree in the file. So that bit where it says the name of the ship? That gets saved into a fleet.xml file already. I have a shipdata object that is saved by each type of ship. Better than inheriting. Holy crap does that suck when you realize you made tons of design errors and changes in the parent start an unstoppable cascade of fixes for the child classes.
I started working with an actual game screen instead of menu system. At the place I work, I have a semi-working actually working program and I have to go through choosing Open > locate file, etc. before I can even get to my test page. Annoying. Some prgramming to automatically load my test save file saved me a lot of seconds throughout the day.
Posted by russellmz at 11:05 PM 1 treatises
Labels: early, screenshot