Posted in Design Hidden Asset Programming

Objectives and timers

June 25th, 2012 - 8:38 pm

Last week I managed to complete the saving and loading stuff. I also figured out how to use zlib compression, so map files are only about 10 kB in size (compared to more than 1 MB uncompressed) and save files just over a kilobyte. Right now, the entirety of Hostile Takeover is under 20 MB in size, in case you’re wondering. But that will of course grow as more maps and assets get added.

After the saving and loading stuff, I was planning on doing the last big optimization, but plans are made to be broken, so I instead added a ‘current objective’ button (that also provides tutorial hints), as well as a ‘mission restart’ button (won’t yet be fully implemented in the first pre-alpha release) and a timer.

Click to enlarge

Click to enlarge

Currently, there’s only one use for the timer: If your stealth level drops all the way down to zero, you’ll have a few minutes to complete your assassination and escape the map or you’ll fail the mission. In the finished game, I’d like for the mission to not just fail automatically when the timer runs out, but instead have extra police/security guards drive onto the map and surround the building. So you’ll still have a chance of completing your mission – getting out alive will just be very hard.

I’m now diving into that optimization thing. For real this time!

Comments

dantjensen

June 25th, 2012 8:38 pm

Sounds neat, every little step helps to flesh out the pre-alpha. Keep up the good work.

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