Of course to get a game playing and working it takes coding, and i've done quite a bit. I'll put a list of everything I can recall and unfortunately I don't have time to go into much depth, but the list should be quite self explanatory, especially after playing the game. The scripts are also supplied on the disc and further below.
- Camera - Follow, tweak and reset
- Controller With Joe
- Jump, Double Jump, Crouch and Sprint
- Melee Attack
- Fire Projectile attack (later only with fire mask)
- Enemy Damage and Health
- Enemies approaching player within a certain distance
- Death & Respawn
- Player Damage and Health
- Pause screen with reset game option and controls GUI
- Collectible -Orbs which move towards the player within a certain range
-Medallions - Fire Mask -Powerful Charge Projectile
-Stand on charcoal which would usually kill you
-Web burning with projectile - Puzzle -Shoot objects with the fire projectile to spawn a medallion
- Wind Mask -Stand on wind platforms
-Hover after double jump
-Powerful charge melee attack
-Crouch jump, to reach higher platforms - GUI -Originally text but adapted with images
-Doll that falls apart for health
-Medallion Image and Count
-Orb Image and Count
-Charge Attack Guide
-Y button on help tutorial masks - Help Tutorial Masks -Masks where if you get close and press Y will give you a message
-Small prompt to tell you to press Y for the message - Super Jump and Secret Area -Once you have all the orbs you can do a super high jump
-This allows you to get to a secret area within the scene - End Gate -Tells you to collect more medallions if you don't have them all
-If you have all the medallions it will fade to black, tell you that you win, urge you to get the rest of the orbs and carries on.
-If you have everything it fades to black and tells you that you have finished the game, and then carries on.
Here is a link to these scripts, you can also find them on the submission disc:
(Link)
Joe gave me some help with the character motor, without him you would get stuck on a steep surface and not be able to move, forcing you to respawn. Joe used complex code to create a sliding mechanic, which stops the character from jumping on steep surfaces, but instead will slide down them, this was a huge help and something I could not have done with the knowledge I had at the time, or it would have taken me away from coding the game play I wanted to focus on.
Joe also coded some more of the character motor, the gravity would usually make you fall at a constant speed, however he created acceleration, so as you fall you keep falling faster, until you reach a terminal velocity. Together we coded in air movement, as before you would not be able to move the character as he was jumping, this was a very simple piece of copy and paste which I thought would be more complicated, but he pointed out the simple solution.
Here is a link to Joe's blog post about the character Motor:
(Joe Link)
I feel I did well at coding overall, I did more that I expected I would and probably as much as I hoped, I think if I spent more time on it I obviously could have done more, but I spent a lot of time on this and got a good result because of it. I learnt quite a lot, but was mostly using what I had already leaned and combining things to get different results, I think not learning as much variety as I could have was one of my downfalls.
I really enjoyed coding all of this, and i'm glad it's an area I chose to approach for the project.
(Link)
Joe gave me some help with the character motor, without him you would get stuck on a steep surface and not be able to move, forcing you to respawn. Joe used complex code to create a sliding mechanic, which stops the character from jumping on steep surfaces, but instead will slide down them, this was a huge help and something I could not have done with the knowledge I had at the time, or it would have taken me away from coding the game play I wanted to focus on.
Joe also coded some more of the character motor, the gravity would usually make you fall at a constant speed, however he created acceleration, so as you fall you keep falling faster, until you reach a terminal velocity. Together we coded in air movement, as before you would not be able to move the character as he was jumping, this was a very simple piece of copy and paste which I thought would be more complicated, but he pointed out the simple solution.
Here is a link to Joe's blog post about the character Motor:
(Joe Link)
I feel I did well at coding overall, I did more that I expected I would and probably as much as I hoped, I think if I spent more time on it I obviously could have done more, but I spent a lot of time on this and got a good result because of it. I learnt quite a lot, but was mostly using what I had already leaned and combining things to get different results, I think not learning as much variety as I could have was one of my downfalls.
I really enjoyed coding all of this, and i'm glad it's an area I chose to approach for the project.
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