Last week before Beta presentation, adding a tutorialscreen
Hello reader! Compared to how we felt one week before our Alpha presentation, our group is feeling a lot better when we go into the Beta presentation. During the Alpha presentation, we had only really basic gameplay without objectives, and no graphical implementation at all. We also lacked things like powerups and a projectile. To be fair, it didn’t look like a mole doing anything at all, it was just a square picking up squares being chased by squares. While the mechanics for that was good, we lacked the graphical implementation that would make the game a lot better.
However, for this presentation, we’ve added a lot of things to the game. We’ve added powerups, projectile, graphics, an objective, tutorialscreen, menuscreen, and a way to lose the game. It looks a lot more like a game, and we’re proud of the gameplay we’ve managed to produce. It’s not a very advanced game, but it’s enough to be a lot of fun and challenging to play!
So this week I’ve been recovering from when my code disappeared, and rewritten the code to make it work, even better than before. I say it’s better than before because it’s now written in a better constructed way, and not random code slammed together to make something work. I worked a lot with adding a tutorialscreen after pressing the Play button. It wasn’t as easy as I thought it would be, and it ended up taking a lot longer than I thought.
As it is right now, the tutorialscreen shows up during the switch between MenuState and PlayState. What I did was to add a picture to PlayState that covers the entire window. This picture shows information on how to play our game, and it currently has a fading animation that makes the tutorialscreen fade away after some time. This is just there for a cool effect, and the code for it looks like this:
The time is currently set to be around 10 seconds, but it may be changed depending on feedback. It’s also possible to just skip through the tutorialscreen instantly by pressing Enter. We wanted to have a tutorialscreen for the player because we wanted to have some way of telling the player how to play the game. We thought a tutorialscreen would be an efficient method to give the basic knowledge of the game to the player, without taking away time from them to test out our game.
I’ve also been working on other things this week, like getting the projectile to work. It’s now implemented in the game, and will soon have collision done so it works as we want it to. I also added collision to the MenuState when pressing the buttons. And for the final version, I will be adding a credits button that will show the names of the creators of the game. But that’s it for this week, and if you play our game, you’ll see this tutorialscreen before starting:
dfpgaming 10:11 den 17 mars, 2015 Direktlänk |
Okay I love everything in how you have written this. BUT here are some things.
You have written a lot of what we have done and less about what you have done.
It would have been more awesome with a little more information on what you did.
What changes did you do make your projectiles work? Why did it not work before?
I also see that you added collision for the menu state? Why did you add it and how did you add it?
Did you use a collision manager when you added collision or did you create something on your own?
I like that you added a description for your controls and the picture sure is nice. But did you discuss if there was a better way to inform the players of how the controls work? or did time have a factor in how you decided to do it?
I know I am being a little picky but more details would have been nice.
I’ts hard to compliment your code or your work if I can’t see how it works or how you programmed it. A screenshot of the game while the code you created shows what you did would have been awesome.
In the end though a good blog post and just take into consideration that details can help gain you some nice compliments and acknowledge.
GillaGilla