Project Dragon song

During this project our group will produce a game out of the game concept created by another group during another course. In the game the player have to follow a beat while shooting down at enemies, resulting in music playing. Very similar to playing drums on rock band.

As we are only two programmers in our group my task is primarily as a programmer. During this week we went into production after working on the prototype were we tried out different ways to create a beat meter (the player have to press the space-bar as close to the beat as possible).

During this week I primarily worked on the engine. We choose to use the project created by our teacher on the game programming course II as the engine. In this blog post I will write about the projectile the player will shoot. This part is not yet completed, but is essential for our game so I wanted to write about this subject. At this moment there is a class for the projectile, but depending on what we want the projectile to do we need different methods in the class.

The greatest challenge with the player projectile is how it will work and how we should write the code. As this is a music game the player needs to be able to shoot and hit the enemies in synch with the music. If we make the projectile to fast or to slow it will be hard for the player to feel a rhythm.

We have discussed a couple of ways to allow the player to shoot at the enemies while still allowing the rhythm of the game to continue. On way would be to make the projectile only visual. The enemy would be set to inactive when the key-input is pressed down and play it’s “death sound” after a set time. The projectile would only be an animation playing when the right key is pressed at the right moment. The other way is the traditional way of a projectile who collides with the enemy resulting in both being set to inactive and playing the appropriate sound.

This depends on how the rest of the game will turn out. The player won’t move on the x-axis so it may not really make a difference, but the collision may be wonky if the speed of the projectile is too fast. In both cases an “optimal score zone” could be implemented, were if the player shoots the enemies while their position is in that zone will result in both better score and sound that is in synch with the music.

 prototypbild

A picture from the early alpha while shooting the projectile.

About Sebastian Ringvold

2014  Programming