Today was the first time in a week that I found (or took?) some time to actually continue with Release. As said before – the next step I was going to do was to add “collision detection” between the approaching…
22nd of February 2017

Today was the first time in a week that I found (or took?) some time to actually continue with Release. As said before – the next step I was going to do was to add “collision detection” between the approaching…
I keep up with doing it the easy way – hope later optimizations do work out. I implemented the first enemy spawn – the dreaded “X” enemy :-). Nothing very generic yet. Enemy object structure is two fold: a) the…
As predicted – I did not have much time the last days to spend on Release. Only thing I did was to implement the in the last post mentioned next step “The shield”. Basic unoptimized and “disconnected base” shield is…
Current affairs: Since yesterday I try to think differently in regards how the shield might be implemented. Befor I thought doing a (fixed) vectorlist and drawing it on screen was the way. Using scale factor for sizing and possibly some…
What happened up to now: I started thinking about how to implement the game. I did a first shot at a game loop and at implementing a “release” control. I started of with fixed polygon for testing: The “growing” upon…
This blog starts in February 2017. As you can see from the about section, ideas and thoughts were done way earlier than that. Here the absolut short form of the current history: playing Release in 2014 playing Release once in…