Blog Post #3
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What have I done? This week has been a bit less productive than the previous ones. I’ve been pretty busy with complementing my old incomplete courses so have put more effort on that. Summarization of what I’ve done this week:
How and why did I do that? (Described in the same order as in the list above) We got some feedback from the alpha presentation regarding the feedback of things getting hit since apparently (and obviously) the bullets just disappearing when they hit something wasn’t enough. I therefore made a flash script that makes the object that is hit blink once in a desired color on impact with anything of an user-specified tag to resolve this issue. I coded a base for the bosses mechanics and implemented it in a way so that it specifically reacts to it’s current position in an arena that an artist also created this week. It currently just chases the player and occasionally charges in a faster fixed velocity/direction towards the player to add a bit more challenge. I have planned to make the boss shoot projectiles, and also be able to collide with eggs that will hatch smaller enemies. These eggs will be randomly spawned and regenerated across the arena area. The reason for why I’m eager to work on the boss is because of the fact that we don’t currently have a win condition. When the boss dies, the game ends and the player wins which covers this. One of my graphics artists created an “energy/resource” bar that I put a mask over in order to give the player a more clear idea of how much health is left before death. The resource bar also comes with a numeric value on the side of it that tells the player more precisely how much health there is left. This was also highly prioritized this week because of the feedback critique we got during the presentation, it is very clear now how life is handled and I hope that people playtesting our game in the future will understand that. That is all for now. Rock on. xoxo
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