Current problems of the two developing games
In the last semester, we create a game called Monster Manager (This name will be changed). Although the game program seems complete and is playable, however there are some major drawbacks.
We are now currently trying to eliminate them with the following methods…
xxxxxxx xzzzzzx xzooozx xzosozx xzooozx xzzzzzx xxxxxxx
(“x” - frame, “o”, “s” and “z” are any icons) When “s” is single tapped, the icons “o” will perform a clockwise shifting so that they will rotate around the center “s”. If there is a match afterwards, the matched icons are replaced directly. Up to now, we just illustrate our old way, and here comes the differences. Then, the icons “z” would perform a anti-clockwise shifting so that they will rotate around the center “s”. This process repeats again once there is at least a match or the rotation cannot be performed due to the frame. This method certainly can create more variations in the game and it is more interesting.
# of cycles | # of icons that will change their positions |
---|---|
1 | 8 |
2 | 16 |
3 | 24 |
4 | 32 |
On the other hand, another game “Dice Mania” that we are developing now also consists of a big problem. The 3D performance of iPhone is much lower than that of a PC, or even PSP. Therefore, we cannot use high polygons models. Also, in order to maximize the frame rate, vertex buffer object (VBO) instead of vertex array should be used. VBO just manages to store the vertex data inside the video memory so that there is no needed to transmit the data through the bus channel whose speed may properly determines the rendering speed. So, in order to obtain a high frame rate, we not only need to reduce the number of triangles of models, but also make use of VBO to maximize the throughput of video hardware of iPhone.
Why “Bombastic” (PS2) is chose
- Last time we made a 2D game, and now we want to make a 3D game.
- Rolling the dice in the game can be performed perfectly by controlling the accelerometers.
- Some of the works done in the first semester can be reused. For instance, the matching algorithm, score system, timer, etc.