This week I didn't get a whole lot done. I agreed to work on a little side project with a friend, so spent much of the week learning javascript and the phaser engine syntax. However, I'm going to admit, I'm finding using javascript with phaser is boring me out of my mind. I wanted to broaden my programming base, which is why we went with an unfamiliar language to me, so I'll probably stick with it for awhile, but man, do I find it less interesting. I'm guessing its the engine that's bothering me, as there seems to be little javascript used. So, I'm reduced to linking images, and telling the engine where to place them. Perhaps I just haven't plumbed the depths of what the engine can do, but I feel a little superfluous
Anyhow, on this game front, I did manage to get a few things done. I implemented a death animation of sorts, and finally set the game to remove dead entities from the board. I'm a little torn on the idea of removing them entirely, or just setting them as "dead" and not rendering them. There's some pros/cons to each, I think.
Additionally, I added a "currency" to the game. It's just a generic resource that's used to summon minions, build towers etc. When a minion is killed, their currency is given to the minion who killed them. They can store their currency in the Players Tower. I need to give a lot of thought to this mechanic. As of now, players can "dig" on any tile, and have a chance at returning currency. That's unfortunately the only way to generate it in game (though, you can kill the other player for their currency, but they would have had to dig for it). I may pick the brains of everyone on the game design forum, as I'm a little stumped on a fun way to go about this. There's always mining/gardening/chopping down trees that's in a lot of games, though I'm not certain I want to go that route. Anyhow, if anyone reading this has input, I'm open to ideas
Again, with the help of the usual wonderful people here, I was able to work through my segmentation fault from last week. I had to do quite a bit of reading on the stack/heap differences but was able to git rid of the segfault, and learned a good deal as well. So, thanks to those who helped with that
This is something I hope to pay a lot more attention to (up until now, I mostly worked on the stack out of convenience and safety).
Sadly, that's about all I got done last week. For next week, I'm still deciding whether to dig in and learn javascript/phaser for my friend's game, or spend my time with this game.
No screenshots this week, as other than the death sequence, which is just a recolored placeholder spell, most of the work was under the hood.
Next week I'll try to have a bit more of a robust journal, as this week's is feeling rather sparse.
Cheers!