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Coding improvements.


josk

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Inspired by the other blogs I thought I would write another one myself.

 

I have been working on Lockdown, a scifi old school dungeon crawl. As usual real life gets in the way but I have made some good progress lately. I hope to have a demo out soon.

 

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As I have been adding to the game I have been improving my code skills so have gone back and tidied up some bits of code. I have also realised I could do with starting from scratch. I dont use the FPS template for movement and I know my current movement can be smoother and less complicated.

The plan is though to get the first level out and then start with new code on level 2. This will give me a chance to listen to feedback etc.

I can then go back to the first level if and when needed.

 

In the game you will come across puzzles and other bits where you lose the abilty to move, reading Einlanders blog has given me the direction of seperating the keyconfigs into a seperate script.

 

I worked my way around the level and coded bits as I got to them, this ment as the level was added to I would go back into some scripts and edit/add to them. This made a bit of a mess. Planning the level out better from the start would be better.

 

I have also sidetracked on to a top down/third person game, this is more a template I'm working on and is all nicely commented. Quite happy with the little I have done so far.

With this template you just need to specify the name of the animation ie walk or run or run and shoot in the relevent scene tree script properties box and the rest is done, speed might need altering.

So Scripts can be dropped onto the player or enemies, set targets etc and off they go. AI need working on.

 

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Still lots to do but with full comments etc its easier.

 

Next time Lockdown demo......

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