March didn't see quite as much progress as I had hoped, but a few important things happened, and steps were taken to harden work that had already been done while smoothing the way for work yet to come.
Accomplishments
- Implemented the candy visibility feature so that it is invisible until the player character is near it.
- Began cleanup of the general architecture surrounding the game state. More needs to be done, but good steps have been taken to optimize and simplify the model-view-controller nature of it.
- Located AI code from MHFramework 3 in preparation to update and incorporate it into MHFramework 4 to support the ghost behaviors.
Known Issues
- Though it has been improved, there is still some poor cohesion that should eventually be addressed.
- Potential (likely) performance issues in tile map actor collision checking
- Need to improve player movement and wall collisions through steering forces.
Next Steps
- Implement dialogs and text areas
- Choose and create a game font for normal text
- Create container objects
- Cabinets, chests, etc.
- Continue to improve the game's runtime architecture
- Consolidate game's input functionality
- Decompose game screen code to MVC pattern
- Consider cohesion issues vs. class explosion risks
- Refactor engine's tile map system
- Experiment with better wall geometry
- Implement ghost controller