Right, I'm in the mood for love... Errrm, I mean beer :lol:
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Changed complete enemy generation code, before we were using a simple sequential system that generated the enemies dynamically ( enemy type 0, once destroyed or out of screen enemy type 1, and so on )... This system would be ok for a basic shooter, but... T.I.M. will never be a basic shooter
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Due to the way that I wanted the radar to work, I now pre-generate ( on system load ) all enemies and random enemy types, along with their random locations. ( we needed this to work for the radar to be able to show us all the real system info ). This also meant 4 hours this morning tracking down something that was causing a segmentation fault :lol:
This system also applies to allies, neutrals and unknown ships... It's also a needed system for ship ID tracking ( all ships are going to have a numberplate so that we can communicate with individual ones, or follow them, or selectively destroy them and so on ).
Not that this is really "new" news but I like to keep everyone informed when possible. Basically, I'm simply telling you all that the whole game is getting much better and that thanks to this generation system we may have gained a little extra speed too. The radar is also working great now.
... and now I'll have a couple of cold beers, it's kinda hot here ( 36 C )
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