Click here for part I.
Much of Saturday was spent laying down the game code. I worked on some of the game backend, creating an object-orientated interface to the game world and levels. The world would be split into several rooms, and each room would contain a series of blocks, some of which the player could interact with. Inspired by Spelunky, we decided to store our level layouts in ASCII files to simplify level editing.
At 6pm on Saturday a mini-showcase was held. This was supposed to be an intermediate deadline to work towards to try and get something playable that could be worked with over the next 21 hours. By this point we had code that compiled and a character that could be moved around the screen. But the rest of world and all the game physics were missing, so we still had some way to go. In actuality … Read more