Nearly a month it has been, without one single word from me on this blog. Good lord! I can’t believe it! So much has been going on in that time frame, and recently it feels as though my creativity is spiking again, which may or may not be a good thing. You decide. As a result, I completed S Quad Racing’s Race Mode, and did away with the few bugs that have been so stubbornly plaguing this game and hindering its further advancement. That burden being lifted has allowed me to expound more on the opponent AI, building auto gear shifting in for them as well. However, that’s not what matters so much, or in fact what puts me in such a jovial state of mind at having completed Race Mode. It turns out, that another goal was accomplished that day. I actually managed to do it on the last day of the first six weeks of school, which was the deadline my Digital Interactive Media teacher and I had set. So not only did my game achieve a great milestone on its path to the metaphorical finish line, I managed not to let my teacher down in the process.
After completing Race Mode, I took a small break from S Quad Racing, and decided to experiment with linked lists in Pure Basic. One of my main reasons for wanting to use BGT for the complex adventure platformer I’ve been realizing was Pure Basic’s rather flawed array system, which does not allow programmers to directly interface with elements, (I.E. removing, inserting, swapping), which is a necessity that, although can be worked around if not available, is not at all worth the pain since most languages have that ability. But I came across Linked lists, and have recently been experimenting with them. Here’s what I can gather so far. (Non-geeks, just bear with me a moment, this is about to get over your heads)
One cannot access an element directly. In order to get to a certain element of a list, a programmer must first tell the program to go to the first or last element, and sycle to the next or previous element respectively, until they reach the particular element. This has the potential to make apps that use linked-lists run slower, because they have to move element by element until they reach the desired one, whereas elements of an array can be accessed on the fly.
Nonetheless, I’ve begun incorporating these into S Quad Racing, and unsurprisingly they have made things a lot less painful. Remember the problems I’ve had with obstacles? How their affects would loop and loop and loop unrealistically? That ended because I am now directly able to… in non programmer turns, make that obstacle disappear from the track, or more realistically become ineffective because it was driven upon. This also means that turns will now be able to be taken out of tracks by builders, with no unnecessary headache for me as the developer.
Bottom line, I think these linked lists provide an advantage over arrays, even though they may make things a bit slower and accessing elements can be difficult at times.
That wraps up tonight’s post. I have more to talk about, but this is getting quite lengthy as it is, so I’ll save the rest of it for later posts. See you all in a week, not four.
Thanks for reading,
type you later,
Racing Game Updates and a Programming Venture