

The fly in the ointment was with the enemy classes. There’s also a separate Weapon class which represents the base level weapon attachment for a board. I split out a separate Jetboard class which extends Board – this contains the code for the ‘jetboard as weapon’ functionality which will probably only be available to the main character (as I think having enemies jumping off their jetboards will become too visually complex and confusing). I then created the (somewhat randomly named) Surfer class which defines a Rider that animates in a similar way to the main player character (based on a 3×3 grid as described here). First step was to create a generic ‘Board’ and ‘Rider’ class that represent, at the most basic level, a board and something that rides it. So I’ve been pulling apart my class structure to get something that’s much more flexible. I guess its been Dark Souls (again) making me mull over this – the way the same basic enemy can present a very different challenge depending what weapon they’re armed with and what armour they’re wearing.
JOUST EMULATOR MAC UPGRADE
There’s going to be different ways to arm your jetboard and a weapon upgrade system – if I treated the enemies and jetboards differently I’d end up with far more combinations of opponent which would make things much more interesting. I’d also been thinking about the rpg-lite elements to the game. But as the game’s called ‘Jetboard Joust’ it makes more sense to have at least some of the enemies riding jetboards like the player.

I didn’t really think about this at first – I thought that the enemies would be your usual SHMUP fare, different types of robots/spaceships and the like.
