So, the homework for the Pixelles Incubator Follow-Along this week was to continue making our games. Last week, I posted a list of things that I wanted to do and didn’t get the chance to, and things that I wanted to do but didn’t think I’d get the chance to. I’ve decided to check goals off that previous list (and report any other progress) and create some new goals.
Last week’s lists
What I had hoped to accomplish but didn’t this week was:
– Having a scene transition when the player pressed enter around an object on the world map – like the submarine or airplane, which are going to be my two playable levels for the purpose of the Pixelles incubator.
Instead of pressing enter, what now happens is that when the player enters a region surrounding (in this case) the airplane, they transist to another scene. Right now, that scene is my test scene. You can also exit my test level back to the world map screen.
– Having a second diver sprite who would follow around my main character.
Yes! I reused the same sprite, and for some reason the sprite can’t turn around (when I go to the left of my screen, Buddy follows me fin-first :/) but I’ve accomplished the following-around part!
– Having the fish move in a set pattern (right now you can push them around the screen if you want to be mean to them!).
They now move around like sheep would in a random pattern within parameters that I set.
– Assigning a points-value to the fish and some other objects that would then be added to the score when you interacted with them.
Yes! In fact, the fish have a points-value and you can only collect points once. The other objects also have a points-value but can also negatively impact your air consumption! (So some objects add to your score but decrease your HP…in this case, my air meter.)
What I didn’t expect to accomplish but still need to figure out (and that I expect to be fairly challenging):
– Assigning different rates of air consumption at different assigned “depths” – I might just make it vary with the level.
So far, my solution for this is to make it vary with every level. The levels are going to be relatively small until I do something about it, so I don’t think it’s worth worrying about.
– Assigning a faster air consumption rate when the character is carrying something (oh, and making those objects carriable, period).
Instead, I’ve made the objects disappear like coins when you pick them up, and they automatically decrease your air supply but up your score.
– Actually creating a decreasing air bar!
I did it! What I did was create a health bar, and every second as the game updates, the health bar takes damage, thus decreasing the air.
– Actually creating a way to accumulate points.
Yeah, this was primarily about learning to use the Stencyl resources – it’s strange to me that they can all be opened in several different views. But now you can indeed collect points in my game.
– Creating a feedback page after each level where The Divemaster tells you what you did well and assigns bonus points and such as described in my design document.
This is the only one that I didn’t manage to do, and I imagine that it’s going to be fairly simple once I figure out how to end a level properly. Right now, you can die though – and there’s a quick message which then takes you back to the title screen. I need some kind of score-saving tool/points screen.
Oh, and I also decreased the level of text at the beginning down to two screens…hope that’s short enough.
Okay, so new goals!
– The aforementioned feedback page/end of level/score page needs to be created.
– Now that I have a functioning score system, I want to add more challenges, obstacles, and ways of earning points to the level. Time will be a factor but right now there’s nothing preventing the player from collecting points. I need things to get in the way!
– Linked to the above is level-creation. I have a pretty-much empty test level right now. What I want to do is add objects and backdrops to that – hopefully implementing these as part of the challenge of the level.
– Colouring/refining my sprites both to differentiate them and to make them look nicer.
– Creating at least one fully playable level with everything that I want to implement.
– Right now, there’s a small problem when you exit the level (which should be fixed by having an end-of-level screen): upon re-entering the test level, the air for that level resets but the score doesn’t. So, that’ll need to be fixed.
Here, have a test-run of what I managed to implement this week!