Enemies/Interactions
Enemies/Interactions Devlog
Since this is a racing/sports game, the enemies stop the player from reaching the destination. To decrease game difficulty, there are no active enemies in this game. However, it has various barriers to stop the player from moving. For example, it has big stones, gaps, high walls, muddy roads etc. to trap the player. The following gif shows how big stones will appear in this game:
The first function I implemented for this checkpoint is a timer. When the game is started, the timer will start counting the duration of the game. The timer sill stops automatically when the player reaches the destination of this level. The timer was done by creating a timer script by following Jonathan's tutorial on Youtube. The result of the timer is shown on the top-left screen by using a text UI element. As this is a simple game, the timer will only display a time that the length of it is within one hour. The format of the timer is 00:00.00 (minutes: seconds. milliseconds). Following gif shows how the timer works:
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The second function I implemented is scoring. When the player finishes a level, a score will be shown according to the duration of the game. For each level, I have played ten times to find out the best time I can do. If the player can do a better or equal time, they will get the highest score, which is 100. If the player finishes this level with a longer time, they will get a lower score. The longer time they take, the lower score they will get. The following attachment shows how scores are displayed to players.
The next function to be implemented is player health. To make this game easier to play, the player health is unlimited when the for the player walking levels. However, when the player is driving the motorcycle, it is possible that the motorbike may get upside-down. Or, the player's body may collide with other objects. In this situation, the player health will decrease to zero immediately and the game will also fail. When the game fails, a fail game scene will be displayed. Players can choose to restart this level again or quit this game on this scene. Following gif shows how this works:
Besides these, I also add some interactions to the game to make this game more interesting. For example, players may find some places that are too high to go to. So they could find some moveable objects and use these objects to help them pass this level. Following gif shows how this interaction may appear:
Feedback from other students:
The player cannot jump when the player moves to the most left corner in the dent in level 2.
Ref for Jonathan's timer tutorial:
Files
Crazy Food Delivery
Status | In development |
Author | QF123 |
Genre | Action |
More posts
- Documentation + User GuideOct 17, 2021
- TestingOct 15, 2021
- UI and PolishOct 10, 2021
- Game TestingOct 07, 2021
- Presentation and GraphicsOct 02, 2021
- Basic Level BlockingSep 20, 2021
- Player Movement DevlogSep 11, 2021
- Game ConceptAug 28, 2021
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