miércoles, 11 de marzo de 2015

rubyquest - Day Fourteen

We have come to the end of the second week coding RubyQuest and it's been a roller coaster ride.
The first four days were lost as previously noted, other than some experience and some graphics that we carried over. 

We finally implemented the AJAX post requests to check the player's answers against our database. It took a bit of time to get it just right, but it wasn't too complicated overall. The problem we were having was that we had the function inside our update, which runs at 60 frames per second. The problem this caused was that we would end up sending over 200 post requests every minute. This would have been a problem, having many users playing the game at the same time.

Fortunately, we realized we could have the function defined in our create, and just send it once from update, and we got to only send one post request now.

We also added collisions to the world map. It took a lot of time to do the graphics, doing an RPG was always going to be a very ambitious project, but we really wanted to do more and more every day, so we really had to get to the point where we said 'okay, this is more than enough for two weeks' and put an end to our world expansion. We have three layers of tiles, and we collide against the middle one. It is not quite pixel perfect yet because of some bounding box issues, but it gets the job done.

Pitching!

We have to now record a video of our play through to have for our pitch. We want to have it playing with a nice trailer for our audience. 

We are freezing the code Sunday night and we are right on schedule.

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