I had a go at making a full level and came to the conclusion that I'd made it too easy. Back when I added the grapple points I thought it was too hard, so I made it so the robot wouldn't let go unless there was a grapple point close enough. That made it virtually impossible to fall off resulting in a lack of challenge. I've changed it now so tapping will make the robot let go and tapping again makes him shoot an arm to the nearest grapple. This makes it much easier to fall off, but also makes it more fun as you have more freedom in how you swing around the level. I'm pleased with the result but I think there is a danger of people being put off too quickly, so I'll need to have some good tutorial levels or some mechanism to keep it simple on earlier levels.
I've also added some enemies that will appear if you hang around in one place too long. They're based on some unusual family allergies.
If you're not swinging quickly enough when one of these collides with you, you'll get knocked off.
I've also added an exit from the levels in the form of a builders rubbish chute. You just have to drop into it to finish the level.
Lots of other bits and pieces have also gone in. The end is in sight now...
Sunday, 13 July 2014
Thursday, 29 May 2014
Monday, 26 May 2014
It's been a while so I thought I'd do a quick update. I've added a lot of the game functionality now. I have stacks of blocks that will collapse if you hit them. They are stacked in a hieratchy, so if you take out the bottom blocks, the whole lot will come down. This will form a sort of puzzle element where you need to drop some blocks to break them - I haven't fleshed that bit out yet. Also, got the level start sequence in place and the way the bonus stars appear in the arc of your swing if you are swinging in a nice rythm.
Started roughing out some ideas for the early tutorial levels. I'm going with a sketchy blueprint style as that seemed to fit. Still all WIP - hopefully I should have a complete level in the next week.
Started roughing out some ideas for the early tutorial levels. I'm going with a sketchy blueprint style as that seemed to fit. Still all WIP - hopefully I should have a complete level in the next week.
Monday, 5 May 2014
Added the initial functionality for pickup bonuses and simple VFX. I had the idea that when the bonuses appear they will sketch themselves in. That's why there's all the sketch stars in the screenshot. It's a hand drawn animation which is a style I might adopt for other things. When they finish appearing they will take on a more solid form, but I haven't got round to that yet.
I've been having some issues with the garbage collector triggering more often than I'd like. I tracked one problem down to me creating a new matrix array everytime I drew a sprite - which was alot of matrices. I fixed that one, but there seem to be some less frequent ones still cropping up now. I'll track it down.
I've been having some issues with the garbage collector triggering more often than I'd like. I tracked one problem down to me creating a new matrix array everytime I drew a sprite - which was alot of matrices. I fixed that one, but there seem to be some less frequent ones still cropping up now. I'll track it down.
Thursday, 1 May 2014
Saturday, 26 April 2014
Got the scores and title screen roughed in. Things will probably slow down a bit now but hopefully I've built up a bit of momentum...
Based on playing with the fixed grapple points, I've made it harder to miss and fall. Also, the game always picks the nearest grapple point to where the robot is - it had been using the touch position. This makes it much simpler to just swipe and tap anywhere on the screen which should work better with different display sizes.
Based on playing with the fixed grapple points, I've made it harder to miss and fall. Also, the game always picks the nearest grapple point to where the robot is - it had been using the touch position. This makes it much simpler to just swipe and tap anywhere on the screen which should work better with different display sizes.
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