What we have in the end:
- A working menu with two functional buttons, one to play and one to quit
- A seamless background that stays no matter how high the player gets
- A logo for our game
- A starting platform that destroys after the next platform group spawns
- A player that uses key combinations to control SR, SL, and DJ
- Auto jump and option to double jump via key combo
- 3 different types of platforms, regular, moving and destroy after a jump
- groups move down as the player jumps up which gives the illusion of climbing
What fell through:
- Platform groups occasionally spawn too high up - hence why we created a double jump function
- no scoring system implemented
- disappearing platforms destroy too quickly despite the player not having stood on it



The process of making:
The background art. title sequence and code bug fixes were implemented by Julianna.
Quit button function and Game Over screen completed by Julianna
Major coding was done by myself, it was amazing to see the game to come together. Although I did come across one frustrating issue when coding this week. At first, when I finished coding the group spawning, the groups would not move down as the player jumped >:( however, this problem seems to have been fixed in our final build. Overall this week has been pretty successful with only one or two bugs. It was interesting to learn how to code the auto jump as well as getting to know how to use different scenes to operate the different windows (Menu). Making the different platforms was also interesting to create, especially the moving platforms which randomize in speed. The platform art was an asset from an old game I made back in the first year and was still relevant for this project so I used that and just put hue shifts on the special platforms with the regular platforms staying the same color unchanged.
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