Work, work.

Yeah, I figured this might happen.  How do people keep up with blogs?  Who has the time?

Anyway, been working like nobody’s business recently (both the real job and on ZH).  I’ve made some fine additions to the game since my last post post, probably the biggest being the HUD.  We’ve got health, we’ve got missiles, we’ve got inventory (complete with a slick little scrolly animation); what more could you want?  well, i want a better-looking missile lock visual, current points, and i don’t know, it needs something else.  gotta consult with karl.

on the functional side of things, both missile systems work, which is a load off.   Missile lock still needs work though.  I’m trying to make it very top gun-ish with a square you directly control and a circle that follows it.  when both doo-dads are on a target, fire away.  the “follow” part is what’s being a pain.  i tried a basic pursue/approach algorthm.  that didn’t work.  then i added velocity, acceleration, and and turning speed to it, but that didn’t work either.  at least if i ever need something to go i random circles and figure-8s, i’ll know how to do it.  so, i have to rework that a bit.

tonight i added specular highlights.  i may just be tired, but i really think it helped the overall look of the game.  Nice.

read an article today by XNA Forum regular, Catalin zima, on deferred shading.  SUCH a good article, and SUCH a cool technique i almost want to rewrite my engine.   almost.  i will tuck it away and hopefully use it someday.

on a similar note, i really want to add HDR.  maybe this weekend.  or maybe i’ll implement some more weapons.  or flesh out the first level.  or work on the HUD….

oh yeah, i really need to listen to justin’s new/old songs.  sorry justin.

lol, if i get bored maybe i’ll add some much needed content to this site.


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