Dynamite: Day 9 – Bombs
So .. it’s been a crazy day here, so not a lot of dev got done. But I did just add the ability for the user to drop an unlimited number of bombs. It looks pretty messy, but it does indicate progress!
Oh, and the function that I call to drop a bomb is:
void logic_bomb(Game &game, int b);
Which I like. And to follow it up, here’s a tiny explosion’s resulting floor damage:
I’m not sure that I’ll get much more done today .. but I feel that was a pretty good go of it. Next up is getting the various bombs working how I want and then doing some game cleanup, and then testing it out on the iPad, so I know how much I have to tweak the graphics code to get it to run at speed. Then I’ll be ready to move onto “making tons of levels” !
Though, somewhere in there, I’m going to have to do a ton of extra work on the guard AI, it needs to work well regardless of how the map is destroyed by the bombs 🙂 Not an easy task!
-Phil
October 8th, 2010 at 2:53 am
Is the lighting done with pre-baked vertex lighting and shadow with additional translucent polygons? Looks pretty neat.
October 8th, 2010 at 8:59 am
No, just glLights really. The shadow is just on a per-tile basis.