Ticking things off the list and adding more

So today has been quite productive as such, as I have managed to sort out two things off the todo list from last time, first one being the collision on the walls giving momentum to the ball. Now the way I have done this is by placing a trigger box around each group of wall panels and given them a script which senses the ball colliding with it and then gives the ball some momentum. It works exactly the same as the ball bouncing off either paddle, so was pretty easy to implement.

Next was putting a ‘damper’ on the opposing AI player so that it wasn’t 100% going to hit the ball each time, however I slightly changed my idea on what I wanted to do, by this I mean I just simply changed the speed of the player. This I will change later on dependent on what difficulty level the player chooses, whether it be Easy, Normal or Hard. At the moment the speed is set to what I believe to be a very slow speed so I will just raise it for the other two difficulty levels. These have yet to be implemented but I have added them to the todo list 😉

Lastly I have started a new thing which is reset the player and the opponent to their original places. This is currently in the works as I have stumbled upon an issue, but hopefully I will fix it. I will also be resetting the ball to be in front of the player who had the ball go in the back of their net and they will ‘kick off’. That feature is yet to be implemented, but will be as soon as the player reset is done.

Below is an updated list of what is to be done:

Currently working on

  • After score, player and remote paddle reset to original position
    • Ball resets in front of paddle  (Player presses to shoot, remote will just shoot)

After the AI is done my plan is:

  • Hit scaleform first and make a main menu
  • Create the GUI for the level while in play
  • Add the ability to change max score points (currently set to 5), leading to longer and shorter games
  • Create multiple arenas
  • Create a selection screen before playing where they’ll choose which arena to play in
  • Difficulty levels
  • Create all models needed
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Choose location? More like choose your error part 2

Hahaha well thought it was over hey, well guess what the next step also caused more errors.

So this started with trying to get the ID from the database of the item that the user clicked on the list. Now i thought this would be simple, get the item clicked, its position and then get its ID. Well that was silly, the ID was the ID which represented where it was in the list. What a doughnut, ey? Well I soon learnt and grabbed it from actual array list that was holding its details and then by using the position on the list, I grab the ID that belongs to the selected item. Not that tricky but soon learnt.

Next issue was the filtering down of the bars shown on the map after the user had chosen a town, this I thought was easy, save the chosen location ID and compare it to all the LocationID’s that the bars belong to and then only show them. However this became a bit of an issue because without realizing it I was comparing it to the bars actual ID and not the LocationID in which it was associated to, simple mistake but one that was quickly fixed.

Next step was filtering down the list when a user types in the searchview so that its easier for them to find, which came with it’s own set off problems, main one being that ultimate question of of the hell do I do that? Well he’s a good (but long winded) answer. First my initial problem was that in other parts of the code I has made a “searchItem” variable of the MenuItem class which works well for the ‘setOnActionExpandListener’ which is needed for expanding and closing the search widget in the action bar. So with this in mid I searched through all the different features that the MenuItem class could do in hope to do some kind of filter. That didn’t work and then I searched gogle for it and amongst a few searches I realized that the issue was the MenuItem is generic and isn’t just for the search widget (yes I should have guessed from the start…but…well I didn’t and I soon did). Therefore to fix this I create a new variable called ‘searchView’ of (you guessed it) the SearchView kind and found the ‘setOnQueryTextListener’ and my day was saved. By then filtering the adapter to the text in the searchview I got it fully working.

The issue I have found now though is that when I refresh the map with the chosen location it still loads where the user is and they have to zoom out to find the city and bars aware abouts. Therefore my next plan is to do a check on whether this load is with no location chosen or with and if there isn’t one I’ll load it normally, however if there is, then I’ll load it in the area requested.

This can wait til next time however as I feel a nice little break is required 😛

Minor Update

Today I’ve only done a small piece of work on BevNav and this small update is that now the application pulls more data from the database, this time the offer available and then searches through and see’s which one is connected to which bar. With this it allows for the correct icon to be shown on the map so that users will be able to tell which offer the bar is giving, meaning they can ignore the others if they wish.

This have given me an idea though, maybe I should add some functionality to allow the user to filter out which offer types they don’t want to see on the screen.

Next for me with this project is to pull through all the different cities throughout the country so that the user can search for which area they wish to view and this will then only show the ones they wish to see, plus it means that less data will be pulled through to the app.

Arena: Pushball The Basics

Today’s plan has been to put the basic game together using what I’ve learnt and gathered from the Zero to Hero tutorials that the guys at Havok have put together for Project Anarchy. I started of by just simply organizing the layout of the level and how I would like it to look. This look has two goals at each end and manipulating the playing field in the middle. With this comes two paddles now on at each end, yes I am using the ones from the zero to hero tutorials but eventually I will be replacing them with proper models, same goes for the static meshes for the arena. I have also renamed and organised the scripts to represent who they belong to whether it be the player or opponent player, this will make it a lot easier to reference and easier to know which set of scripts I need to edit or create for which side.

Basic_Layout

In the image above you can see the basic layout I am going for with the arena and all arenas I plan to put in the game will be based on this layout/design. Its very basic like the layout of many sports, Football (normal and American), rugby, hockey etc etc and that’s all it needs to be. I’ll be using this level in particular throughout the majority of development, however the plan is to add more and the player will be able to choose which arena they player in before starting the game

As for whats next, well with the basic game player being there, moving player paddle, when the ball goes in either end it adds a point to either the player or opponent score and displays it on screen, the next thing to do is sort out the opponent AI and how it will work. This I believe will be the hardest part of the basic gameplay as I’ll have to figure out how it ‘should’ work and look and then how to get it to work in Lua with havoks extra ingredients.

After the AI is done my plan is:

  • Put a damper on the Paddle
  • Collision box on walls so it adds momentum to the ball
  • Hit scaleform first and make a main menu
  • Create the GUI for the level while in play
  • Add the ability to change max score points (currently set to 5), leading to longer and shorter games
  • Create multiple arenas
  • Create a selection screen before playing where they’ll choose which arena to play in
  • Create all models needed

So you can see I have a fair amount to do on this project, I’ve been enjoying it so far, I love the idea and I am looking forward to what challenges this project will bring. Obviously with Project Anarchy being used for mobile development I plan to make it work on Android and iOS (eventually), a PC build would be nice but that comes with the price of a license, so I will see if that happens at all.