Feb 06 2007
Game Development Day #5
And thus end the overall functionality of the game is done. It’s actually a playable game now and if I must stay it’s got a decent difficult to it. I need to work on some of my code and make sure I’m not doing anything that’s memory intensive. It seems like it gets a little choppy at times but that might be because of the debugger. Overall I’m pretty pleased and looking forward to a few days off. When I pick it up next I’ll work on jumping code.
- Added HitBoxes to Megaman, Shots, and Eyeballs
- Added Collision code for hitboxes
- Killed eyeball on collision with bullet or Megaman
- Incremented kill count on bullet/eyeball collision
- Decreased life on eyeball/Megaman collision
- Paused music when pausing the game
- Corrected music looping bug
- Added a “score” system
- Killing an eyeball is 1 point, killing when it is attacking 5 points
- Added code so every so many kills of eyeballs you get a bonus life
- Added a survival timer and survival bonus
- If you don’t take damage for survival time, you get bonus
- Added “Bonus In” message at the top of the screen
- Converted all times from using GameLoop int increments to GameTime float values in seconds. That way timers can be in exact seconds
- Fixed “Bonus In” message to display in whole seconds till bonus
- Added “Game Over” message
- Added game reset code when starting again after a game over
- Added an increasing difficulty scale
- Added Level counter, goes up in level every time you survive for 30 seconds
- Tweaked the LevelUp scale and overall difficulty
Next on the todo list:
- Added jump animation
- Added jump physics & reaction to the A button
- Added jump shooting animation
- Added jump shoot code
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