Thursday, April 18, 2013

Crunch Time

This week marks the inevitable crunch time for game development. So far we have been able to keep up with our assigned workloads and with this last week we still have that goal. So far we have full player input and control, a working HUD, a working health meter, a full game state manager, dynamically buildable levels, a weapon, an enemy, and some collision. With everything done on the graphical and input side, we are now focused on our collision and physics in the game. With one week, we have to fine tune that and do some polishing but I beleive we can do it.

It was tough creating a workable level from scratch using C++ and DirectX, however, a challenge is always welcome and I am glad that the team has taken it in full stride and created something everyone can soon enjoy.

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