Thursday 17 December 2015

How the player reacts to other objects

This event causes the player to bounce off walls, this stops the player from flying through the walls, the same applies to the other wall object.

This event changes the player’s sprite when they hit the object, the same applies to all the pickups and they all change the sprite in relation to what sprite the pickup is.

This event makes the player gain 1 point every time they collide, it would also have some actions like “if player is x sprite and enemy is y sprite destroy instance” but I did not have enough time to implement the enemy changing sprite part.



This event controls the player, every time the left mouse button is pressed the player goes toward the co-ordinates that the mouse is on, if the button is released the player goes in the direction of where the mouse was the last time the button was pressed, it travels in this direction until it bounces off a wall, the only way to stop is by pressing the right mouse button.

Successes:
-        The control system was sound and worked fluently
-        It is a good base for a more polished game if I had more time
Failures:
-        When the player gets to where the mouse is it keeps flicking from one side of the mouse to the other, I looked for a fix to this online but I could not find one, if I continue this game on further I will look more but seeing as I was running out time I decided I could look past it
-        The enemies do not change form, I decided that seeing as everyone else already had a working system of this I would focus on showcasing how I could create other systems like the mouse control or the walls that only allow the player through

Kyle’s review:

Ollie’s game was very fluent due to the controls which used the mouse to move your character around the level but this also had an effect on the game as it could be quite jumpy. The colours worked very nicely with each other and I enjoyed that there were safe zones around the collectables which made the game easier added to the fact that you could kill the enemies no matter what shape you were made the game so simple a 2 year old could complete it. On the other hand the control and the game make a nice neat package of fluidity.

A large wall because in the final game the rooms should be bigger

A smaller wall for finer details 
 These sprites are used for enemies, the player and pickups for the player, it comes in 4 different flavours: yellow, green, blue and red all with different shapes inside: triangle, square, circle and cross






The way the player looks before you choose a colour

 The arrow points from one pickup to the other it shows the player what it needs to be in order to defeat the enemy for example, if the enemies are blue circles and the arrows point from the red cross towards the blur circle the player knows that the red cross will beat the blue circle, it is like rock paper scissors in a way