June was actually a decent month for productivity. It's rarely as much as I hope for, but I am grateful to have finally implemented some things I'd been considering and get a start on the big, important things to come.
A ghost! |
Accomplishments
- Ghosts are in the house! They don't do anything yet, but ghosts exist!
- The ghost controller has been started...barely. It is not yet functional.
- I implemented steering forces to influence player character movement. It's still not perfectly streamlined, but noticeably improved.
Known Issues
- The tile map subsystem has been improved slightly, but is still a little bit of a mess.
- Though it has been improved, there is still some poor cohesion in the application structure that should eventually be addressed.
- There are still likely performance issues in tile map actor collision checking. I'm going to hold off on addressing this until I see if/how it affects the game's performance.
Next Steps
- Finish implementing ghost movement.
- Refactor engine's tile map system
- 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