My random dabblings in Max are slowly turning into an old fashioned space-shooter. The star field is up and running as is the player-sprite. I've put together a trial-shooting mechanism as well as a few trial-aliens. Everything works and I am quite comfortable that I'll be able to pull the functionality things off. I am however interested in any thoughts you may have about the organisation of aliens/levels etc.
At the moment I have a Talien type and plan to make several different aliens based on this type (different movement-patterns, graphics etc). My trial-alien is organised as an Array based on one such type. This does work OK, but makes a lot of the code hard to read - trialalien[counter].move is OK, but imagine what it looks like when checking for collisions.
I was therefore thinking that it might be a better idea to actually include the array-bit inside the original Talien-type. It will be a bit awkward I guess, but might make things easier for me further down the line.
I'm also thinking to make the "levels" simply by having a counter initiating certain alien-attacks at a given time.
In general I'm interested in how anyone else have implemented stuff like this...
At the moment I have a Talien type and plan to make several different aliens based on this type (different movement-patterns, graphics etc). My trial-alien is organised as an Array based on one such type. This does work OK, but makes a lot of the code hard to read - trialalien[counter].move is OK, but imagine what it looks like when checking for collisions.
I was therefore thinking that it might be a better idea to actually include the array-bit inside the original Talien-type. It will be a bit awkward I guess, but might make things easier for me further down the line.
I'm also thinking to make the "levels" simply by having a counter initiating certain alien-attacks at a given time.
In general I'm interested in how anyone else have implemented stuff like this...