Tuesday, 10 December 2013

Finished Game Demo!

...and here it is! The finished game demo ready for tomorrows hand in!

(insert video here)

Main Menu

After spending about an hour tediously coding, I have managed to create a somewhat bland, but effective main menu.

Here you can see my Main Menu screen and how I created it:

The button on the left continues you to the game whereas the button on the right Quits the game.

Touch-Ups

Since the deadline is fast approaching and I have got all of my key game-play mechanics in place I have decided, rather than expanding on the core elements I would add touch up features such as a kill counter. This is because I feel I do not have the time to do some of the bigger elements I would like to add, such as more enemy types, more ammo types, more abilities and so on.


One of the key aspects you should notice here is that the "Dual-Shot" upgrade is not there. I made it so that, once purchased it would vanish, same as the x2 damage as you only need them once.  



2 Players Working!

I have added two separate controls for the players. The tank will be using the Joystick whereas the player who controls the shield will be using the keyboard and mouse.


As you can see in this picture, one player has moved the tank to get ready to shoot the enemy further away whilst the player controlling the shield has moved to block a closer incoming missile in order to stop the players losing a Shared life.

Nice Feature

As I was just playing my game, I thought about adding another element to the game, "missile health" and "weapon damage".

By doing this I can assure that there is an advantage to using different ammo types, for example;

A missile is going to spawn with random health between 1 and 2, the "Blaster" will do 1 damage, meaning some will take two shots, whereas the dual shot will do 2 damage ensuring all of them will be one hit kills.

Player 2!

I have now started the implementation of the second player, here is a screen shot:


Player 1
  • Joystick
  • Movements: Left and Right
  • Shoot
This is all player one is going to be able to do, the "Commander" or player two is going to control how player one plays.

Player 2
  • Keyboard & Mouse
  • Controls the Shield
  • Controls Upgrades and Abilities
  • Responsible for player 1
As you can see from the breakdowns, player 2 is going have control of everything bar the defensive vehicle. This is a co-operative game where both the player in the tank and the commander must communicate.

For example player 1 may need player 2 to:
  • Buy a new ammo type and switch to it. 
  • Block certain enemies
  • Use an ability
  • Pause the game


Big Leaps

I have made lots of progress now, I will include a video in this post showing everything I have so far. The main features are
 - Changeable weapons (Blaster, Dual-Shot)
 - Gold System (Purchasing Abilities / Upgrades)
 - Touch-ups (Dust storm on planet / Smoke trail)
 - Gun and Explosions Sounds