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When player two collects a collectable, this item’s colour will be added to the clouds in the background. This way, by the end of the game, the players will have finished a picture of their universe. To do this, I have tested many different ways: using the average of the current colours, taking the colour […]
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Having received a lot of good feedback at the Railway Inn event on the game, we decided to try using a progress bar to make the game fairer. As it was quite difficult for the second player to win the game, the progress bar balances the game. Not only the second player has a clear […]
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This week, I received the actual obstacle assets that will be in the game, so I started implementing them: Bat Trap, Bomb, Jumping Bots, Catapult, Falling Ball, Jelly, Raindrops and Thwack. They are all special in their own way, so I had to code the interactions on a case by case basis: Most of the […]
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V1.0 (February 18th) In the game, it is possible for the second player to be overwhelmed by the amount of obstacles the first player lays down, so we decided to introduce a ‘Split Screen’ feature. To do this, I needed to get the distance between the players. Which, usually, would have been very easy to […]
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On Tuesday, I was given my task for the week: set up the world space. That included finding out where the player was in the ‘world’. So, the question was: “How can I know the position of the player, relative to the centre of the circle?”. Instinctively, I thought of degrees or radians, but then […]
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Today, as Adam advised us on Friday, I started working on the first prototype for the game. My goal for the day is to work out how I can change the gravity of the world, make the player move to the right along the circle, and make it jump. While I was researching about how […]