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!
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!