Fourth day completed. Lot of work - no change!

I've been working with Jonex and Viblo during the last days (the others have taken a break/given up :) ).

Jonex thought we needed a new tile set, so he wrote a pretty interesting script that, using PIL, could generate all the different kinds of rails we would need. The result looked like this:

It also made the code for determining which tile that should be used a lot easier. However, after analyzing exactly how the player would play the game, we today decided to scrap most of the tiles. Well - we decided that we weren't gonna use them. So, most of that work was for nothing. :/

Also, there seems to be something wrong with the rendering. Every other "column" has a "pixel error". Very weird.

Anyways, I've been spending a lot of time rewriting the code that determines what a tile with rails shuold look like. It mostly looks like it did before, but there are a couple of improvements (and one small thing I'm not too fond of).

The game looks like this using the new tiles:

So, we have unfortunately made very little progress since the previous screenshot was taken, even though we've worked quite a bit. The damn rail code, I tell you!

I hope that we can fix some actual game-play code tomorrow, because I can't participate very much on friday and saturday, so I wanna make sure that the project is on the right track (haha, track.. railtrack.. *tired*). A lot of the underlying data structures should be set up at least, so with a bit of luck it's just a matter of connecting them to the GUI. :)

Also, viblo has fixed mouse scrolling, some background code and some beginning GUI stuff.

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Its looking great!