Phil Hassey - game dev blog
Phil Hassey as Snidely Whiplash
"You can't buy awesomeness.
You're born that way."

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!

DynamiteScreenSnapz026

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:

DynamiteScreenSnapz027

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

2 Responses to “Dynamite: Day 9 – Bombs”

  1. badlogic Says:

    Is the lighting done with pre-baked vertex lighting and shadow with additional translucent polygons? Looks pretty neat.

  2. philhassey Says:

    No, just glLights really. The shadow is just on a per-tile basis.