Man(ager) over board! Post #4

Sunday afternoon, and I haven’t blogged since thursday I think. That’s rather bad.

I’ve spent the weekend working on our statemanager, or rather our so called LoadingState, which is pretty much just a splash screen to show a picture before heading into a menu and then the game. Making that happen, the whole showing a picture->switch to the menu is simple, although we don’t actuallly have a menu right now. So it just heads into the game which is fine.

The more I’ve been trying to understand how we’re supposed to get a statemanager to work after we have the actual game, the more frustrated I’ve gotten over not doing it as the very first thing. This has led to us thinking over what we actually need for our game, and now we’ve decided that the statemanager (no matter how neat that stuff is) isn’t a priority. Not for this. We have the game, we need to implement a win/defeat condition which should be rather simple (it already counts the bricks so just adding a “win” to it when the counter reaches 0 should do the trick), and to make sure we have the points we need to finish the assignment we will get going on the audio too. Fabian got the animation to work today so there’s that too.

So to summarize the weekend: We’ve got the animation working, we figured that the statemanager should’ve probably been made first and doing it now will take too much time so we’re skipping it for other things we can do before deadline to make sure the game is presentable and make us pass. It kinda sucks spending a weekend on something and deciding that we’ll skip it (at least for now) but yeah, it’s still experience and for the future we have a slightly better idea of what to prioritize. Oh yeah, and tomorrow I’ll probably make a life-counter so you don’t instantly lose the entire game if the ball hits bottom once, that’ll go hand in hand with the defeat condition we’ll work on next.

Off-topic: Time for FOOOOOD.

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