It’s amazing what you can do if you put your mind to it. This place is aparrently undergoing major restructuring and management changes. We, the trainees of this place had our little say, jiggled the place up a bit with what we said and caused a bit of a fuss. This place has all the fun politics of a big company at times.
I also managed to build a fire out of soggy cardboard, wet and rotten wood and a firelighter. If you turn a cardboard box over, light the firelighter inside it, then put some wood on the top it’ll light. The gale ripping across the field helped draw the fire nicely and after feeding it with more cardboard it was blazing hot enough to melt glass. Quite bizarre watching a fire burn in a torrential downpour, it just shouldn’t work. I also spent a fun 20 minutes ripping chairs apart and putting them in the skip.
I’ve finished coding most of the guts of Shooty. It’s got title screens, menus, and a complete game structure involving lives. The ship has a working control system. I originally had the ship just shooting upwards from the bottom, but that felt too restricted. I tried a four-way control system, but not being able to shoot diagonally got irritating, plus the gameplay in Sinistar on the GBA is good with its 8-way controls. I couldn’t get a convincing 8-way rotating control system like Sinistar working though, so it’s now got a Robotron-style 8-way control. You can lock the firing direction by holding down the right-hand flipper button for the situations where you need to run away while killing things.
I’m trying to make it less like Robotron though, but if you take a bottom-up shooter and let the ship move around in 8 directions it becomes hard to not make it similar.
Drawing the sprites isn’t that difficult either. Despite my lack of artistic ability, making abstract coloured shapes to shoot at is easy. I have five baddie types and their behaviours designed (you’ll learn to hate type 3 baddies…) which should provide enough hassle for the player. A small particle system is wired up so you get pretty explosions when things die. The explosions don’t kill the framerate either which is nice.
Can’t wait until I’ve finished the game and I’m designing levels and tweaking gameplay.
The text-printing routines need changing too, they’re crap and have a few nasty hard-wired limitations. The code could probably do with a bit of a going over to find silly things and remove junk code. I’m sure I can squeeze some more frames out of the game by reshuffling code - but before we optimise, we code the game and get it working no matter how slow it is.
An in-game level designer might be an idea, it’d let me take my GBA places and create levels without my computer. I guess the players might find it fun too.
Once I’ve finished Shooty I’ll begin something else. I’m quite into the whole retro gaming at the moment, plus coding versions of old games is a good way to learn how to write games.
SPA Re-Assessment on Wednesday. Not gonna bugger it up this time!
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