Just an update. While doing the edits to the code for Dodge and Destroy that I mentioned earlier, I quickly found out I would pretty much have to re-do the entire project again in order to achieve better cache performance. Now that said, I did update the code base, making it much easier to modify, and understand, also fixed a few functions that I felt were doing too much. I kept it with the OOP approach basically due to the above discovery, but just made it much more presentable. Should be uploaded tomorrow after I go over it one last time .. reason why it is late is probably due to Skyrim T_T(amazing game). I also think I have learned as much as I can from the project, which has been a lot considering how many times I have changed the entire code base, and it drastically improved my C++ skills from when I originally wrote it over a year ago. So might be the last update for it … unless I decide to write a DOD version.
Now after playing a lot of Skyrim, the game is phenomenal in my opinion. It also sparked an idea for a fast game project I may start doing, that could probably be easily ported to different mobile platforms. Basically a simple first person dungeon//castle raider, with simple graphics, where the objective is to find treasure, and escape the castle/dungeon with a key to the next. I want to do simple raycasting, with 3D levels/2D sprites for enemies/objects(Wolfinstien 3D style .. sort of) for the project to hopefully be able to develop puzzles/levels quicker rather than messing around with a 3D editor to create levels. I am still though in the process of researching whether or not this would be the easiest way to design the game. I mean it would be much easier to use something like Unity3D, and not write my own rendering code, however I enjoy writing my own rendering code more, even if its not what I am best at ><. But I am still looking into it as a possibility, like I said I am in the process of doing a bit of research before I get into coding. I thought this would be a fun and different kind of project than I have done in the past, as well as not huge in scope compared to the XNA game I have been working on.