Wednesday, June 3, 2009

Today's progess - ironing out the bugs

  • Created run out of food sequence. At the end of both the end_success sequence and the end_treekill sequence, I show the high score table and then return to the intro page. Destroyed controller life in each end sequence so it doesn't sit at the top of the page
  • Now want to try to have the high score table on the front page, but having trouble setting it up.
  • Reset the timeline to 5401 when bug 2 is created (it was resetting it back to 0)
  • when all trees were gone, the bug didn't die straight away - it had to run out of health. Put in a test for presence of trees - if none, send to end_treekill sequence, on each
  • Added ticking sound to last 20 seconds of each level to make player aware of time runnign out. Wasnt loud enough over teh background music. Amplified it in Audacity to a much better level. Had to add stop sound everywhere there was stop background music
  • Stink bomb wasn't working for level 2 - realised had only set to go off for bug not bug 2
  • Tried to add warning text to the scoreboard for when health is low as per playtest suggestion. Tried to add in a variable test into the draw event of the score board. Got it to appear by adding in the test health variable, but couldn't get it to stick to the one place. Tried to set it to appear relative to the health bar, but couldnt work out what the health bar variable name was. Set up a beeping sound instead like a heart monitor. This might work better as it will stop the players from having to take their eyes off the screen or be distracted by moe stuf going on in the scoreboard. But I'm worried I'm relying on too much sound as it is in the game.
  • Had troubles implementing the sound as it set it off every step so just sounded like noise. Set up alarm to try setting it off every 10 steps if health is low, but couldn't get it to start playing at all...

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