Customizable Megaman Battle Network: Day 2

Well, today was mostly a sprite ripping and planning day. I got a bit of programming done as well, but I’ve been more looking over the old code and seeing what can be improved.

For one, there is no longer any need to separate the classes for Players and Enemies as far as code goes. They both run off scripts, its just one is controlled by keyboard input and another is by an AI. I have different controlling classes to handle that.

It took awhile to figure how to strip maintenance of Navis/Viruses (What I define as “Net Entities”) from the battle field class as far as position goes. I figure to just have the battle field compare their positions directly (each net entity stores its own row and column position), rather than store them in an array representing the field and comparing positions that way.

My aim is to have this out by March, but we’ll see how it goes. I’ll be releasing a version that can be played directly from this website and a version that can be downloaded and customized.

Hopefully by the end of next week I’ll have screenshot material of the new engine. That way all of my updates will actually be interesting :P .

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