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13/11/17 ( 09:19:51 ) - The first week #coding

The first week of Onslaught coding has been quite a rollercoaster ride.

I have first created all classes that existed in the former ActionScript project, including inheritance (yet empty), and I have added some functional classes on the way. Before, they were not necessary, based on the "lazy implementation" that ActionScript allows, Objects that later get parsed into actual values, string keyed arrays, etc. Something I cannot really do, I solved most of this through Enumerations :)

Phase 1 will be grabbing all the original Source Code that I have received - and making this into BluePrint based Unreal Engine classes. Especially things like Flash Effects [for moving, for growing and fading] will be interesting to do, but I am fairly sure I have found ways of doing it.

Not sure whether I should do unit testing of the things I have at hand. I feel with the 200 classes I have to deal with, this will get out of hand real quick...

I am a grunt work guy, so what I have to do so far is not really challenging, most of the time I am copypasting variable/function names and comments - oh boy I love Gaby's humor - and the actual time on implementing functions is rather small, as the classes are overall well organized and very modular. This keeps me from getting lost, for sure.

On the way I already had to create some assets and/or import assets that I have been provided. Thanks again to Chris, I owe you!

Phase 2 will be more on the asset side, actually making sure we can have a look at things. Adding assets, textures, models?

Based on the calculations on the Onslaught page, I estimate to be busy for 2-4 months, with Phase 1 only - so, don't hold your breath! But glancing over the modding capabilities and the challenge modes, I really feel that this game will still be fun to a lot of people. And it will allow for a community to form, sharing maps, sharing challenges, sharing scores. "It's gonna be huge"

One day :)

Have an awesome week!

Chris / SLiPCoR