Tuesday, June 2, 2009

Today attempt L2

Stuck already
  • Tried to move the global.c_down set (the room timer) to the timeline away from the bug, but it's not working...I need to do this so I can change the countdown for each level. Tried to use code instead but it just freaked out. Changed it back. Thinking about changing the bug to bug2 in room 2, with explosion 2, and just running it that way. I was trying to do this so I didn't have to replicate everything, but I'm not sure what to do at this point
Doubling everything for level 2
  • Created Level 2 room with 6 trees on it starting with 5 oranges on each. Put in new bug and new controller birds and controller stinkbombbonus
  • Created two birds from each direction for L2 (double bird attacks will occur). Created new paths for them to be on. Created a new timeline for the new birds so it launches the pairs from the same side in two second intervals
  • Created bug2. Set room time (global.c_down) to 240 (that's an extra minute in the room). Moved the start background sound tot eh creation of the new bug instead of at the end of the explosion event. Duplicating all collision events with the bug
  • Created explode2 to control the reset of the bug in L2 room. Got rid of orange destroy instances don't need, changed to create new bug2, obj farmer in new spot
  • Set timeline_buglevels to start again at step 5401 and move to next room at 12600
  • Because I set up the space bar/eating event on each separate orange and mature orange, I need to duplicate it for when the bug2 executes the same action. This is especially so as I will need to duplicate the trees and tree timelines in order to make there be less ranges on each tree. Now I just need to work out how to stretch time in real life...
  • Set up new stink bomb bomubs timeline and cotnroller. Set bug2 to eat the stinkbomb bonus on space bar. Took out the two instances of appearance on the trees that don't exist and didn't replace them or space out the timeline. That should make the stink bombs more rare
OK, just tried toplay it and didn't get to level 2 :-) got a new life thought which was good. What I didn't consider is if you kill a tree and start the level again, the tree was gone for good. That means as you kill the trees, you permanently lose a food source on that level. I guess that addresses the sustainable living concept :-) The only problem is, once you have run out of trees, you stay alive until you run out of health or run into a bird. Also, you will keep coming back with no food until your lives run out - I had three left at the end there! Need to fix that. On bomb explode, I might put in a check for trees - if none, the bug is dead.

Ok now if you bomb out and run out of trees to eat, you get sent to a new room. I'll make it a room that has a message about sustainable living. I've set that as a test on both explode cases.

Created new farmer for new level as the path it ran along is shorter and I wanted ot make it spray more times.

OK, I have to go to class now, but over the day on the ferry etc, I want to complete:
  • an end page
  • a page with sustainability message if all trees die
  • level 2 transistion page
  • Cover for the scoreboard between levels
I would really like before tomorrow to also
  • create a new level. with Lime trees and maybe new spider enemy
  • Consider new super booster bonus (fly faster, bigger and more attractive to birds)
  • Look at the rest of the assignment requirements
  • Post last playtest prototype on website for testing (hopefully someone will take me up on it

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