Developing – Action RPG Fire Dungeon #4

Moving on from the leftover of last week, we managed to secure a reasonable collision detection “framework”. The trick is to utilize  2 different types of collision detection. One of them will have a fast hash table algorithm to loop through the list of static objects while the other will have a more expensive algorithm to loop through the list of dynamic, movable objects. The combination of these 2 algorithm is a solution which enable the game scene to have a reasonable amount of objects placed in it before the game starts to slow down. Dynamic object collision is still a little bit problematic with an occasional hit not registering but we can move on to higher priority task first.

We managed to plug in more feature for the computer opponents. We mentioned in our first post that the primary challenge of this new content is tough computer opponents. This week we managed to give them the ability to retaliate when they are struck by the players’ fireball. The demo is available below. Please feel free to give the prototype a try. We also gave each computer opponent a total of 4 life to sustain damage for a small period of time. The player has a total of 2 life.

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[Click here to play prototype]
[Use the arrow key to move around, use the spacebar to shoot]
[If the arrow key doesn’t work click the flash app once]

Next week we will try to establish the basic skill activation mechanism. After that, we hope to work our way through the dungeon dynamics, special places of interest instead of just brick walls. You get the idea.

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