Wednesday, February 27, 2013

Now, with more visible data. Also, bugs. IN SPAAACE.

Whew.

Coming up on the end of February, and things are mostly done.

Things What Are Working

Persistence

I transferred the persistence code from cookies to localStorage, which works just fine, and simplifies some of the code, because I just jam a bunch of data into an Object, which I use JSON.stringify() on, and I'm done. Similarly, JSON.parse() and I'm back up and running on the other side. No nasty parsing numbers in my own code.

Running out of Fuel

It's now possible to exhaust your fuel supply, which triggers a lose condition. There's no win condition, and I'm unsure if I'll get around to implementing achievements, which would have been sort of like win conditions.

More Data on Trading Menu 

On the buy/sell menus, I now display how many of an item the planet wants or wants to sell, as well as how many of the item you have. This makes navigating the planet menus a little less obnoxious.

Ship Inventory Dialog

You can press 'I' while inflight to see what you're carrying, as well as the price you paid, so that you can decide if you want to sell.

Things What Just Ain't Right

Persistence

At the title screen, there's a hacked-in option that allows you to discard the stored status. Something broke, and that no longer does anything.

Ship Inventory Dialog

If you leave the game with cargo in your holds, when you come back, the per-unit cost doesn't show up correctly in the inventory dialog.

Sounds

I've noticed that the cash register sound has been truncated recently - perhaps due to a refactoring that I did recently. I think I need to collect the sounds into a single place so that sounds don't go out of scope.

Positioning Large Ships on Landing

Some of the bigger ships look silly when they're positioned overlapping planets. It'd be easy to add in an offset to push them further out.

So, How Does It End?

I definitely feel like I've got a satisfying quantity of code written. I'm not entirely sure that it's balanced the way I'd like, and it feels a little sparse; this is a good part of a game, but it feels like you need some more conflict to make it worth the treadmill. Still, as a tech demo, it works. As an exercise in building a smallish (but larger than I had planned) chunk of code, I let a bunch of sloppy stuff in. I can't say that the sloppiness actually hurt me, but it makes me less eager to reuse that code, so it seems like it will hurt me down the road, or at least, benefit me less than I wanted.

More post-mortem-y-ness, I imagine, in a couple of days.

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