Thursday, February 14, 2008
I was rummaging through my old projects and found this one from a couple of years ago. I've spent a couple of lunchtimes on it already and worked out a few kinks in the old cogs. Still a fair bit of work left on the cogs, and then there would need to be at least one level to actually implement it. Maybe when (if!) I get them working, we could have another Hub level contest?
Friday, January 20, 2006
Thanks to Zeq's help, I got the Power Node class cog working today. You can capture and destroy nodes now. There is still a lot of refinement to happen, but the basic functionality of individual nodes is now working.
Next thing I will be working on is the ons_main.cog for controlling the node network.
Thursday, January 19, 2006
Had trouble working with class cogs today. I was trying to get the Nodes to handle switching by themselves, but couldn't get the class cog to receive any messages. Hopefully I can get this sorted, because it will simplify implementation in levels quite drastically.
Wednesday, January 18, 2006
Worked today on setting up certain mechanisms within class cogs. This will make it easier to implement Onslaught into levels, as you'll only need to add in templates for the various nodes and then place the nodes within the map. Still haven't come up with the best way to define the node links.
In clarifying certain rules of the game, I did find I'd been calling various things by the wrong names. FROM NOW ON, what I have been calling a Power Node is called a Power Core and what I have been calling a Node or a Link Node is called a Power Node.
Tuesday, January 17, 2006
Nodes initialising correctly now. Team switching for debug purposes implemented.
However, node control wasn't working. Now realised it is because I was looking at the wrong parameter of the message :$ That will be fixed tomorrow. If all goes well, code should be fixed up enough for a release of Proof of Concept code by end of this week/early next week.
Monday, January 16, 2006
I've spent a short while knocking up a very rough Proof of Concept. So rough in fact, that it doesn't work yet...
When I do have it working, it will require tweaking to handle syncing issues correctly. I will release a demo level demonstrating this Proof of Concept when it is actually working properly.
I expect there will be a call for level makers to create levels to release an "Onslaught Level Pack" much like there was for JKArena.