A little this and a little that
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This week has been a lot about getting the last things working and has led me to help my fellow programmers a lot as well as working on my own things. The things I have been working on and helping with has been ranging from getting a mouse to work on the menu to creating an enemy to tinkering with the background. Writing a post about one artifact will be a bit harder since I have been involved with a lot of smaller things that has been needed to be done before the beta but here I go. The artifact I will write about this time is the last power up that will be implemented in the game. This power up is fish food that distracts the enemies from getting towards the player to create a kind of distraction. The food can be shot towards any place on the screen and all enemy fishes will move towards it so that they do not pose as much as a threat towards the player for a while. It works by every fish checking if there is a fish food out at the moment and if so it will move towards it. The movement is done by getting the angle between the fish and the food and then making the fish move in it’s general direction making it hopefully get away from the player to create a breather for a few seconds. The challenge that was brought upon me for this power up was that I needed to relay the position of the power up to all fish in a way that made sense. My initial idea was to create the object in GameState but I then thought that it would be most logical to have it in the player object since pretty much all input is handled there. In the end I decided that I should have it in the player object since it’s already passed into one of the fishes and I think it looks better since it looks more uniform that way. Our other power ups are mainly focusing on empowering the player by either making the character invulnerable or giving him a very powerful weapon so we wanted to make the last power up having a bit of a different effect so we decided to make it affect the enemies instead. This will hopefully suffice to make it feel unique in its own way.
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