Submissions from 2015-04-28 to 2015-04-29 (5 total)

I messed around with automapping in tiled some more. It is a little finicky and hard to tell what is going on, so I am thinking about doing some of my own logic to generate tiles. I am thinking about having some random generation at some point anyway, so it might be time to start going down that route and away from tiled.

I finished the music system, and music now plays while playing the game. None of it's polished mind you, but that will come later. The only thing that worries me, is that music is currently a component. Meaning, for a music track to play, it needs to be attached to some other entity, like a mech, or bullet. This seems odd to me, but maybe I'm just too used to thinking in "objects" because of my job. I suppose I could just make a music entity with the music component attached, and have it switch out tracks as needed, or just attach a music component directly to the player.

Anyway, I haven't finished the sound system yet, as 1) I have no sound effects, and 2) again, I don't know if effects should have their own entities, or get attached to others. Or other option: have a sound component be a collection of given sound effects, which can then be activated by the attached entity as needed. Either way, I'll need some effects to populate the game, before I really get the system working.

I mostly planned out some design elements today. I'd like to make the platforms spawn from the sides: they'd slide in and then start moving down. That means I'll need to improve the spawning system, but I knew that was coming.

I also want to make some of the platforms move, to break up how static they all are. It could be a terrible idea, but I'll give it a try.

I've also thought about new traps:

  • spikes (bottom and/or top of platforms as well as on the walls)
  • broken platforms that give way after a second
  • exploding things (nitro?) that explode after the player touches them

It was really fun!

I'm gonna try to make a game with low poly graphics from scratch... aye! Why not after all.

Based on this nice tutorial