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@@ -20,3 +20,21 @@ Run `./game.scm` in this directory. | |||
20 | ## License | 20 | ## License |
21 | 21 | ||
22 | Uh.. GPL I guess. See COPYING for details. | 22 | Uh.. GPL I guess. See COPYING for details. |
23 | |||
24 | ## Development log | ||
25 | |||
26 | ### 2023-05-29 | ||
27 | |||
28 | - I've changed the basic logic from just throwing characters on the screen wherever to a vector-based approach. I thought there was a multiple-dimensional vector egg or something, but I apparently was mistaken. So I'm doing the ol' multiply-by-one-thing-and-add-another approach. | ||
29 | - Implementing collision detection was slightly easier than I thought it might | ||
30 | be. | ||
31 | - Figuring out the vector bounds math was tricky... lots of "off-by-one" errors. I suppose I've hit both of the main errors of computer science with this game, then. | ||
32 | - I encapsulated things in their own records (so far, `world`, `thing`, and `me` ... and `world` and `me` are parameterized) to keep stuff together. I think this'll work... I hope! | ||
33 | |||
34 | ### .. before | ||
35 | |||
36 | I started out by writing [yolk][], which has a bunch of procedures returning strings for terminal escapes. NIH and all :) | ||
37 | |||
38 | Originally I had a big loop to just draw all the border stuff at once, then the character where I wanted it. The character would erase itself and redraw as it moved, which worked fine ... for one object. | ||
39 | |||
40 | I was walking around when I realized I'd need to redo things. | ||