- I started this blog. I almost don't want to include this since I view it as more procrastination than getting things done, but I'm including it here under the assumption that it'll help me keep on top of things down the road and thus be productive.
- Added bullets and shooting to the game.
- Started an article on game design patterns.
- Thought about how to handle different enemy types and what kinds of design patterns I could apply to make the code more readable.
- Created a quadtree tech demo to see how practical it would be to use in a platformer game. Really, I was looking into spatial hashing in general for application in platformers and bullet hell games. I wrote a quadtree implementation in C# and dropped it into a windows form, then drew a variable number of squares and had them move up and down inside a panel to see how feasable it would be to do a large number of objects at once and update them all each frame. Pictures are below. All in all, I think that it's worth trying out, especially for games where there might not be as much stuff on screen at once.
- Amid all this pondering of design patterns, I decided to look up what XNA would be able to do for me. After trying a few different game engines/frameworks, I was wary, but XNA looks like it may actually be helpful...so I decided to scrap what I had and move as much of it as I could over to XNA 4.0 using the XNA 3.1 Platformer Starter Kit as a guide. I'll write a post on this process later, but I did manage to get back to where I was in terms of functionality (not far) within a few hours.