Laser Squad [Day 18] – Brainstorming session

Although I’m brainstorming almost every day for at least 15 minutes what to do next, I used the whole time today not for coding, but for mega brainstorming. The game is doing well and even now it’s fun to play, or should I say, fun to test.

I must admit, it still amuses me when I think about these Rogue-like games and how the hell I didn’t heard of that genre. Since I discovered and played RPG games in my childhood, I wanted always to make my own RPG game in my own fantasy world. I’m thinking about to use this engine that I’ve build so far maybe for a new RPG game with ASCII graphics. It’s still just an idea. So, I’ll focus in the upcoming days on features that can be used in both games. First it’s time to fix the renderer. I didn’t mentioned it so far, but the performance of the renderer, when shading is on and FOV is off, is killing me (and it’s killing the system too). The other thing which is on my mind is to finish the “explode” algorithm. Right now, it explodes tiles on the map ignoring the constitution factor, which is obviously wrong. We must make a difference between exploding a table, a door, or a concrete wall. Last but not least, I planned to make a “game” class which will hold all info about current game: main event handler, scenario, objectives, map, tiles, players, units… etc. Just to make things more pro I’ll make a diagram out of this class.

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