End of a chapter Spitting Spider, G. 12 #6

Hello Readers!

So it seems our game project is finally starting to reach an end and what I’ve been working on this week is a rather “uncomplicated thing” which is simply to give the “spit” to our spitting spider, which former had the same AI and behaviour of the wasp, which was to face dive the player to kill the player, which was in this situation rather unappropriate for a “spitting spider” which was supposed to be a ranged unit.

So, how did I do to make it work you might ask yourself, well right now in the early stages of the “spitting spider” it was copying alot of work the group that had been made earlier, which included getting the angle which the enemies used for getting angle of between them and the player too have as an angle of aim instead and then re-using code from the projectile too make a enemy projectile into the game.

Spitting spider
Then what was done to the game was adding  an animation to the spider so everytime it shot the slimy green ball of danger towards the player, I made an animation of the spider and a sound (of course) giving the player a heads up, then after a short a play time I noticed some basic issues.

The spiders targeted the player from across the map and shot (even through walls), which led to there beeing a new level of hard added to the game, which wasn’t something that was intended so a quick fix of giving the spider limited range solved the issue same as half of screen size.

The work continues on into the night, the spider is very new to the game in the state it’s currently in and we want it finished and working for the final presentation so somethings that needs fixing before we can present the game is polishing up the spiders animation, finishing up the sound assets for the game and finalizing the death animation because it wasn’t 100% finished.

Issues that was earlier with the deathanimation was that it was 42 frames in a spritesheet with the enourmos size of 42920 x 720  scaling that down to fit our current ship of 189 x 72 was alot of unnecessary work and took alot of unnecessary computing power to just produce the death animation, so I had our graphic designer work on it and fix it so it would be of a better size and also placed on the same spritesheet as the original ship so I could use a single load .png for both deathanimation and the player so it would be quicker and easier to load the game and lower computing power needed!.

Thanks for reading one of the last blog entries for group 12 and have a good one!

See most of you readers in Theme Park 😉
Peter out!

 

About Peter Ericson

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