100 Experience Points
An Adventure in Indie Game Development

Day 24: 26 February 2013

It’s time for a rare morning coding session.

Perhaps I’m addicted. But I’ve done enough programming to know that these things kind of come and go in waves. I’m probably riding at the top of a wave that will crash before too long. :(

Anyway, where were we… Right.

7:43: I need to pick something that is easy to do in an hour or less. That’s about how much time I have right now. How about we start with putting a hard limit on how far out you can zoom?

7:59: Done! You can now only zoom out so far. And zoom in so far. This prevents you from zooming out for ten minutes, then needing to zoom in for 10 minutes.

And even better, I wrote unit tests for it!

Now I’ve only got a few more minutes before I need to head off to work. I’m trying to decide if it’s worth trying to knock out another item on my Scrum board. Maybe fixing the problems with rotating the camera up too far? Let’s give it a try.

8:10: Put a check mark by that one too. That’s now 3 more points that I’ve checked off from my sprint. As many as yesterday, and now 6/30 for the sprint.

Well, I’d better head off to work now. I should be back tonight, but if not, I won’t beat myself up over it.

21:32: I’m back, but probably not for too long tonight. It’s already getting late. But we’ll see how things go. Again, I’m going to tackle something small to get going: making it so in the combat prototype, you can’t send your ships beyond the bounds of the world.

21:50: That’s done, but it doesn’t quite work like it’s supposed to. You can’t send your ships beyond the bounds of the level, but depending on how close they already are to the edge, and what their turning radius is, they may still move beyond the edge of the world. That’s actually a symptom of a larger problem that’s probably going to require some work to get straightened out. At some point, I’ll probably need to sink a lot of time into navigation. Oh well.

I’m now going to spend a little time on my big task for the week: making it so that you can’t stick two objects on a ship in the same location. The starting point of this is constructing some form of bounding region for the objects that you’re attaching to the ship. I’m going to just start with bounding boxes and hope that’s good enough. If it’s not, well… let’s just hope it is.

22:28: I’m going to stop for tonight. I’ve been working on the bounding box stuff that I was talking about, but I don’t have any cool screenshots to show for it. Just looking at what I’ve done and what I’ve got to do still, this isn’t going to be trivial. But out of my 30 point sprint this week, this particular piece, including making sure objects can’t intersect each other (which should be easy, once the bounding box stuff is working correctly) this is 8 points. So if it takes a little while, that’s no problem. The sad thing is, there won’t be very much to show in screenshots, etc. Sorry guys…

Maybe, just maybe, I can finish this piece up tomorrow sometime.




26 February 2013 at 08:26 am

Please be back. If you don’t, “I” will beat myself over it 🙂

RB Whitaker

26 February 2013 at 12:49 pm

Well as long as you’re beating you up, not me…


27 February 2013 at 02:04 pm

In every parallel universe lives a version of us that is very much like us but not exactly the same. In some of them I am taller, in others shorter, in some my name is Jack etc. Given there are infinite parallel universes there might be some in which my name is RB whitaker and I look just like you. So if I force myself enough I can find a way of beating you by beating myself. (If I can do it if somehow I make mine and that versions bounding boxes overlap keh heh he! what was the theorem? Plane seperation? You have just armed me!)

RB Whitaker

27 February 2013 at 02:17 pm

Uh oh. I’ve created a bounding box monster. Fortunately, I can trap him in a bounding box.