So, main object/ship to collision map is working and done. Just finished the player projectiles (bullets) to map collision; removes bullets from the projectile queue when it hits a surface/collision tile. Moving on, now it’s time to work on the dynamic object creation/deletion code for the script handler. Just a little more functionality and I should be able to do a real test stage/level to show off in video (albeit simple). Also, still haven’t figured out what to do with replacing the R-Type 2 assets. I rather code than worry about it for now, so I might end up demoing (video) it with them. Lame, I know. But whatever.
On a side note, been thinking about ideas for the weapon system design. I’d like to pack as much bullets, action, explosions, and enemies on screen at once without flicker (don’t we all). The weapon, or rather projectiles and pods/options, play a big factor into this. It would definitely be easier to do a vertical shmup than a hori one, but maybe next game 😉 Anyway, it can be tricky choosing the right kind of weapons that look great and minimize sprite count, but look completely natural to the game design. I’m not in that part of the game development stage yet (least coding, almost all design/tweaking work), but I’m keeping things in mind as I go. Obviously graphic FX as well.