JUICY BEETLE GAMES
  • Home
  • Press Release
    • Colosseum Chaos
  • Games
  • About us
  • Networks
  • Contact Us
  • Support
    • Privacy Policy
    • Terms and Conditions

Week 12 - Spike Parade!

7/9/2018

0 Comments

 
Another week down and dusted... Man, I should be nearing completion by now right? Aren't most mobile games like a two week turn around, or something? Oh well, I'm going to blame it on solo development. This week hasn't been too much in terms of progression. I have managed to implement a new trap as well as testing a few death animations (which are still yet to be polished). 
I'm pretty happy with the progress of how these traps are coming a long, but I'm not really sure to do with them.
Basically- and yes, I should have fleshed this out before, but I haven't, silly me- I'm tossing up between groups trap events, or single trap events. From looking at this weeks animation video, I've come to really enjoy playing with a large number of the same trap all at once over a period of time rather than single traps becoming inclusive over a period of time. Maybe that is where I start to deviate from in terms of gameplay? Either way I will be testing them both to see how good the game really 'feels'. If it feels better with progressive trap inclusion then I'll stick to that, otherwise, I might go down the other route, maybe? Or, another spanner, why not both? I'll really have to nut this out in the coming weeks. I'm hoping to finish off these traps as well as the death animations so that I can start to focus on the game play and different scene transitions. Anyway, below is a snapshot of what I have done so far. Any suggestion would be great!
​
Picture
Picture
This patch of dust is when the player gets spiked in the butt. He will rocket off screen leaving this  dust effect behind.
​And the final result of this trap. Again, I didn't really have much issue implementing this trap. I did however have issues with the collision (which I can't remember if I had mentioned it or not in the past), but basically if the player is standing stationary when the traps appears, nothing happens due to the 'collision' not technically passing through the player. So instead, I set the collision detection through the update to check whether or not the player is in that spot or not. If they are, then kill the player, otherwise, don't do anything.
​

Next week i hope to successfully implement the death animations for both the bomb and the spike trap. Until next week,

Thanks for reading!
0 Comments



Leave a Reply.

    Author

    Lindsay is a solo game developer, designing and creating games that he hopes all will enjoy.

    Archives

    February 2020
    January 2020
    August 2019
    July 2019
    June 2019
    May 2019
    April 2019
    March 2019
    February 2019
    January 2019
    December 2018
    November 2018
    October 2018
    September 2018
    August 2018
    July 2018
    June 2018

    Categories

    All

    RSS Feed


JuicyBeetleGames® 2016.  Terms and Conditions apply for all products and Services. Please read them carefully to understand what we cover. To view the Terms and conditions, click here. To view our Privacy Policy and what information we use, please click here.
  • Home
  • Press Release
    • Colosseum Chaos
  • Games
  • About us
  • Networks
  • Contact Us
  • Support
    • Privacy Policy
    • Terms and Conditions
​