AeroLowe":1gj5arfc said:
It's pretty cool so far. The camera works wonders so far. It is pretty impressive.
The gameplay/graphics are pretty neat too. The style just...fits. It matches the theme of the game (at first I thought it was Dwarf Fortress or something though so a tutorial would be nice).
The only thing is, what's the goal of this thing, exactly?
It got kind of boring later on.
And once I got dropped into a random pit of blue. Then I went all the way up (read: all the way up) and found a teleport.
But other than that, pretty sweet. I love the AI too.
Thanks for the compliments! A tutorial will be accessible from the selection screen, which will show up after the title screen in the future.
As for a goal, I mentioned it in the main post, but I guess I'll reiterate: Survive as long as possible, get as high a score as possible. Pretty simple, but it will be quite challenging, especially once I finish up player deaths/respawning. (I've currently got player death, I'm working on the respawn bit right now. One thing I would like to note is that respawning will not be a matter of just wait for a respawn. If you activate the spawner on the current map, dead players can respawn there after five seconds. (If they died before the spawner was activated by another player, then they'll still have to wait another five seconds) If all players on a map die, but at least some have lives left, then a new map will load, with the spawner already active, and the players will appear around it.
As for the big blue map, that's actually an empty map I have yet to finish. It's set to become a treasure map. At the player levels calculated for in the current demo, that means that there will be lots of treasure, and no enemies. Also, the map isn't always blue. The maps are actually all green in the editor. It's not until you start a map that its color is determined. They just tend to be blue because blue is the last color handled.
Anyway, what I've finished and what I have yet to do before the next demo, which should be tonight:
Finished
- Player death, complete with sound effect.
- Capability to respawn a player, editor-side. This took up a few unanticipated events, but there's no way around them. At this point, that means that aside from the five events already mentioned, I'll have one event per character. (Not player, but character. That's all I'll say about that for now.)
- Player respawn tile. This has no behavior yet, though.
- Added background handling for up to four players, minus the necessary gamepad controls. (Those will be handled via an edit to the gamepad object for a later demo)
Unfinished
- Respawn tile behavior and sound effects.
- Respawn sound effect.
- Respawning on a new map if no players survive the current map.
- Kicking players to the title screen when all lives are gone.
I would also like to note that, by now, this would be over 100 events if I was not using custom behaviors. In point of fact, the current project would be at 45 events right now if I had been using global variables rather than data stored inside an array.
Edit: The rest will have to wait for tomorrow. I got caught up on a small issue that proved quite annoying. Specifically, upon the death of a player, the camera "snaps" to the other player. I know how to fix it, though. It's pretty simple. I made a new object, one that the camera treats as a player, but has no sprite. When a player dies, they spawn one of these at their location. When this is created, it picks the first player in the player array and moves toward it. As that happens, the camera scrolls toward the remaining player, rather than simply snapping. Once it actually collides with the player, or if no players are on the map, it despawns again. Unfortunately, I have no time to implement that tonight.