The things that gave me the most difficulty when working on my project last week were setting up the health bar, making the asteroids and moons respawn when destroyed, and creating a health pickup that spawn randomly and despawns after a few seconds. I learned how to create all of these things despite it not being taught in the tutorial by looking it up on Google. I found a tutorial on Youtube to help me create the health bar as well as some troubleshooting when the health wouldn't regenerate after trying to replay a level. When I was trying to respawn the asteroids and moons, I looked up the variable I needed to place into the create object action in the collision events for the asteroids and moons. The health pickup was the hardest of the bunch since I made my own sprite for it in the sprite editor, I used the same random spawn action as the asteroids for the health, and I had to create a timer on the health so that when it spawns, it disappears shortly after. The timers were hard to create and understand at first, but it was one of the more interesting things that I learned about when I was creating my project.
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In my project game of Galactic Mail, I have added a little bit of game progression into it with the addition of a difficulty system. With each difficulty, player's will be able to add more challenge to the level by increasing the asteroid count or increasing the amount of damage taken when you are hit by an asteroid. In other games that I made using the tutorials provided, I could think of more things that could be added to create a more progressive game. For Evil Clutches, there could be different abilities based on the number of hatchlings you have saved or that the demon's could spawn more than the hatchlings. In Lazarus, maybe adding an option of faster moving blocks as the levels get harder or making the player press more than one button to add more of a challenge. Although I haven't gotten to Super Rainbow Reef, I have seen other classmates working on the game and how it progresses. In Super Rainbow Reef, the levels have more blocks that you have to break and there are special power up blocks like a 1-up block that are added to the levels as well.
On Monday of this week, I started on the Lazarus tutorial and by the end of class Thursday, I was able to turn in the full version of Lazarus. I will admit that I was off task or at least distracted a little by various side conversations or things going on within the class which slowed the progress of making the game. Today, March 4th, I read through the project info and rubric to get myself acquainted with the what the project is asking me to do. I also wrote this blog post in class because I didn't want to start the project only to come back on Monday and forget what I was doing. While making Lazarus, I learned that parents would've been helpful when I was making all of the collisions between the different objects.
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AuthorMy name is Timothy Czerniejewski and this is my blog for my Game Art Design interests. Archives
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