Sunday, October 27, 2013

Done Gotta Run

It's 2:30 and I'm already over the time I wanted to spend. Here's a few screen shots.


Art

Unfortunately due to time constraints I've decided to use the art I have with some minor changes. I used Game Maker to make all the art which makes me sad. I'll also be unable to include sound once again. I never solved the problem I was having last time. I really need to tackle that this week. I'm using Illustrator to make a simple main menu with an explanation and a game over screen. I'll upload screen shots once it's all complete.

Almost Done

I will be stopping at 2pm as I have obligations that need tending to, however, I am almost done with the game! The gameplay part is done I just need a start screen, an explanation screen, and a game over screen to wrap around it. I would love to include the top score but I don't think that'll happen as I still need to do the art. It'll be abstract and quick but it'll be one small step better than Game Maker sprites.
I added in the rest of the colors of enemies, guns, bullets, and stuff. I gave the player a starting total of 5 lives and made the gems drop about 15% of the time. You need 10 for the rainbow gun. I'm thinking of upping it to 20% because there are games that I die way before getting the rainbow gun.
Anyway, here's a screenshot.

Saturday, October 26, 2013

Rainbow Meter & Size Changes

I added in the rainbow meter mechanic. It doesn't yet do anything but it's there. Enemies will drop gems every once in a while which can be collected. Collecting a gem will draw a piece of your rainbow in the meter at the top of the screen. Once you've collected ten gems you can hit space bar which currently clears your meter and will eventually activate the rainbow gun allowing you to destroy any color enemy for a short duration. Here's a screenshot.


Another Color, Parent Objects, and Screenshots

I made parent objects for my wave generators, enemies, bullets, and the newly added gun powerups. This allowed me to make two different colors of each and eventually 7 different colors (ROYGBIV). As you can see the red bullets don't affect the yellow enemies and the yellow bullets don't affect the red enemies. I'm also going to be making the rooms a bit bigger and the enemies a bit smaller.



Design Scans That I Almost Forgot

Yes I've been back from my break for a while now. Yes I forgot to upload scans of my design book. No they're not as extensive as the ones from TAG#3.

I'm not sure how readable they are but here we go. Basically, I decided on a two stick shooter. I wrote down some brief mechanics and then moved directly to my list of milestones and assets. I think a list of milestones is essential to game jams. It allows me to break down my game into discreet parts and ensures that, even if it's not completely what I envisioned or even no where near what I envisioned, I still have a game I can submit.
At this moment I'm almost done with my second objective which means I'll have a game that's not only playable but has a lose condition. Wrapping some menus around the game takes a few minutes at best and so my game can be submitted right now even though it's not very good. It's better to submit what you would think is a subpar yet playable game than to submit nothing at all.

Enemies, Lives, Waves, and HUDs

Here's a quick update before I go get some food.
I only have red enemies right now but they're moving and chasing and doing all the correct enemy behaviors. I just need to make a parent object for enemies and then different colored children. The wave generator works but I need to make some sort of logic that dictates when it should be generating. This also needs a parent object so I can have a generator for each color.
I was having trouble with my HUD but I solved it quickly. It was just a z-order issue. The background bar for the HUD was covering the lives icon and numbers. However, it's fixed now and I've got a lives counter going but when you collide with an enemy the lives just continually count down. I need to make it so that when you lose a life you're position is reset and you're invincible for a short duration. I think a blinking sprite is a pretty universal indicator that you're invincible and I'll have to do that as well.
After this is all taken care of I'm going to make the powerups (guns of different colors) and have different colored enemies. Then it's rainbow meter and rainbow gun, a timer, menus(main, pause, win/lose screens), a top score tracker, and then the art and sound. See you in a bit with those scans I promised.