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
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