August 7, 2011

User Input

One of the challenges with games is figuring out how to translate user input into meaningful actions in the game. Unlike GUI design you don't always have nice interfaces and buttons that do a lot of the input tasks. I've found my basic input system I've been using just won't cut it for the next tasks I have planned with the tower defense. After 250 unit tests and ~4000 lines of code later I've come up with an extremely robust user input system. Unfortunately, I still have to integrate it into the framework, but that task 'should' only be a few hours of work. On the plus side, I'll be able to do a ton of really cool things behind the scenes with how input is handled by the framework.

I'll probably focus on getting it in and running by the end of the week, I have a few other things on the go right now. Then it will be time to get back into development. I've been doing some planning and figuring out what sorts of things I want to add into the game. Like tower and unit types, how upgrades work, levels/waves work, and so on. The first thing on the to do list is give the ability to sell towers. Which should be a fairly quick change and then I'll probably work on the 'upgrade system' for towers.

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