”Final touch”

My work this week has consisted of tweaking our current work. Balancing it and giving it a more final look. This had to be done due to the beta deadline and since all of our planned objects to the game already has been implemented we figured we’d put all of our time just tweaking our work and get it ready for beta.

So, I have reworked the eagles behavior a bit.  The arrow shows the eagleshadowmovementeagles movement while it’s still just a shadow that’s scouting for the mole. This is pretty much the same as before, it’s moving with a sine wave movement with an additional hitbox in the form of a rectangle shape which stands for his ”aggro range”

This other photo is where the change shows, instead of just changing the eagles position to -64 on the x-axis, I changed it to 1400 and gave it a velocity of -50, so that it comes from the opposite way. This will make it easier for the player to avoid the eagle. Before I did this eagleactivemovementchange, the player could be seen by the eagle at the top left corner, and then get caught without even seeing the eagle. This way the player will always either be able to see the shadow of the eagle, or have time to dig down to avoid it.

sonicspike

I also changed the animation of the sonic spike trap, making it look more like a trap, during the playtesting we got the feedback that it looked kind of like a sunshade which didn’t really make sense. So this has been changed by just changing the texture, so no big deal.

I also added a boundary for the level, so that the player cannot move outside of the screen level. This was done by adding 4 if statements saying that for an example if the player is higher than 1268 pixels on the y-axis, it would set the players y-position to 1268, giving the player kind of like a ”pushback”.

This is the ”largest” changes I’ve done this week, nothing big. It feels good that we don’t really have any more features to implement, all that’s left is just balancing the game and adding some more graphics, and we should be all set.

I have also made some minor changes of the balance of the game, like increasing the stuntimer when throwing rocks on the gardener, or changing some numbers on the powerups and so on, so just minor balancing work.

Other than that, the beta presentation of our game is tomorrow, and I think we’re in a good phase right now, I hope it goes well.

About Ludvig Storm

2014  Programming