Febrary 4th, 2012. Had a late start, but as of 9:25 we have randomized our list of candidate game themes, and the top item was...
As it works out, I'll be working alone, as will Dagger and E. A big group of 5 has started researching hummingbirds on Wikipedia, and seem to be getting inspiration... Some kind of bug-themed side-scroller it sounds.
I had a vague idea for an Escape Velocity-esqe space game coming in, and am pleased to realize that "Hummingbird" makes for a nice ship class name.
Starting to set up a work environment, will be using some of my existing Javascript code. Not the full game engine, because there are parts of it I'm unhappy with, but some include code is nice. Will also set up a makefile that can upload this stuff to show off.
And that being done, time to sketch out a concrete plan!
10:27. A bit unsure what to do for the object of the game as of yet, so will start with just piloting a ship through space. Think I'll fake star system orbits as a 2D torus?
11:05. Whoops. Got a bit mired in trying to make code too good at the expense of progress. Need to balance better.
11:34. OK, sprite plumbing is starting to produce something visible, at least.
12:04. Have images moving, have a bit of a bounding glitch, but... lunch break!
12:39. OK, back to coding...
1:02. WAHH SCROLLING TOO FAST
1:07. OK, parallax scrolling is behaving mostly. Hopefully.
1:40. Setting up a star system structure...
2:09. A bit more colorful...
3:16. Hrm. Wrapping is working now, but placing things on the "back" of the orbit is not working right.
3:29. OK, still no object of the game yet... but can get flying around working in half an hour I think. Then one hour left to do... something.
4:30. Have a ship sprite tumbling around, half an hour to make it fliable.
4:46. It flies! (click the key listener space and use arrow keys)
5:07. OK, gotta call it quits. At least it's possible to fly through a star system, though with no starfield it's... disorienting. Will probably work on it more later.
Feb. 8, idle time @ night: Tweaking placement method of planets to make layout easier later.
Feb. 9, 'tween classes: Cleaned up math.
Feb. 9, late night: Got sprites for Nectarine Fleet (and fireball), imported.
Feb. 10, sprint session: Factored out ship behavior, added dummy Nectarine ships.
Then actually added enough AI for then to flit around the player.
Evening: overhauled drawing code to wrap much more cleanly.
Feb. 17, sprint session: Nectarines shoot you, and you can shoot back. HP as well; enemies come in increasing waves