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Art / Re: other other stuff
« on: November 22, 2008, 10:57:35 pm »
I’ve decided to cut down on some of the original features so as to make it faster to program, so all of the metal parts of the colony seen in the screen shot won't be in the game anymore (at least not in normal levels, might use them in some sort of boss levels). I had originally planned to make the game much like a vertical Gradius with levels scrolling by and a mix of stationary enemy turrets and ships, but I decided making levels that way would be much more complex both to code and to make. If my velvet engine editor was remotely close to being able to handle tiles and large levels and such, it wouldn’t be such a big deal but eh, the game should still be fun.
The way I think levels could work is as follows
1. set timer variable to 0, set length variable for level section in 30ths of a second (30 frames per second)
2. create an array of events to occur at certain times, such as adding an enemy to the level
3. have a conditional statement for what happens when the timer runs out. For instance, should the level not end until all enemies are dead (boss level for instance)
4. at the begining of each step, timer increments and the array is checked for events that should be triggered
5. the timer is then checked against the level "length" to see if the conditional should be checked
The way I think levels could work is as follows
1. set timer variable to 0, set length variable for level section in 30ths of a second (30 frames per second)
2. create an array of events to occur at certain times, such as adding an enemy to the level
3. have a conditional statement for what happens when the timer runs out. For instance, should the level not end until all enemies are dead (boss level for instance)
4. at the begining of each step, timer increments and the array is checked for events that should be triggered
5. the timer is then checked against the level "length" to see if the conditional should be checked