xxrexlegendxx
xxrexlegendxx
Gamer
23 posts
Hi! This Is Rex. Welcome to my blog!!! Everything in here is oringinal. Feel free to comment!
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xxrexlegendxx · 2 years ago
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Assignment 3 Postmortem
After we finished the playtesting with some players. They have fill in the questionaire and gave us some feedback on our game.
Playtesting notes -
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Findings -
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Iteration -
To make the second level, I have drew the concept art for it to show my level designer, programmer to know where we are placing the objects.
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In addition -
After we discussed the piracy of fixing the mechanics and iterating our game, We have decided to make more cards.
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During these two weeks (weeks 13 and 14), we have discussed and iterated on our game that can provide a fun environment for players. In the Game Design Workshop Book (2018). (page 423). He said "A developer’s goal is to produce the highest quality game within the limits of its resources and budget. The publisher’s goal is to produce the best-selling game while limiting its risk by keeping costs low." I totally agree about that. We do not have much time to make a fabulious game or an AAA game, but we are aiming to produce a game that is able to finish within time.
After we got feedback from our playtester, I immediately separated our jobs on refining it. Before refining those problems, there will be priorities. according to the Game Design Workshop Book (2018). (page 434). He mentions that "sometimes you may have a great idea for a feature, but you know that you could launch without it. That would be a stretch goal, and it would have a lower priority." That suggests those issues aren't relevant right now; we need to focus on the issues that cause severe problems and damage to the ecology in our game.
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In this image, one of our group members has to create a new level to extend the gameplay. It visualizes how he wanted to layout the cards, health, boss, button, etc. It might be confusing when a naive player sees this. However, we have a tutorial that explains how to perform the actions and how to input arrows and spacebar animations to point out what they have to do. According to the Game Design Workshop Book (2018) (page 450), He brings up that "communicating these designs is sometimes best done by abstracting and visualizing key components." People may not understand if you explain it to them with words. Visualizing the diagram and showing them step by step is the easiest way.
To allow more people to connect with our game, we combined diverse genres.
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This is the graph included in the Game Design Workshop book page(475). While the genre of our game is adventure, fighting, strategy, and action. In this game, users will be able to play all of them.
Second level
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Reflection -
We've set out on a quest of constant improvement during the iterative process of creating our game, relentlessly incorporating a plethora of new elements and mechanics with the single goal of reaching perfection. It's been a fulfilling and difficult project that has helped us learn a lot about the nuances of game design. One of the most encouraging things about this experience has been our amazing team's unwavering support and cooperation as we've navigated the challenges of game development. Our team's bonding and spirit of cooperation shone through even in the face of insurmountable obstacles or seemingly unsolvable issues. We didn't merely confront challenges collectively; instead, we met them head-on, with every team member offering their special talents and perspectives.
While developing our game iteratively, we have relentlessly added a plethora of new features and mechanics with the singular objective of perfection. This has set us on a path of continuous improvement. Our project has been both challenging and rewarding, teaching us a great deal about the subtleties of game design. Our incredible team's unwavering support and cooperation as we've navigated the challenges of game development has been one of the most encouraging aspects of this experience. The friendly and collaborative nature of our team were evident despite impassable challenges or problems that didn't seem to have an answer. Rather than just working together to overcome obstacles, we took on them head-on, with each team member contributing their unique skills and viewpoints.
We've learned that the journey has been just as valuable as the destination in our pursuit of perfection. This game development journey has been truly unforgettable because of the lessons we've learned, the relationships we've formed, and the experiences we've gained. Being a part of a fantastic team that not only aspires to game excellence but also supports one another makes me feel immensely proud and grateful, which adds to the enjoyment and fulfillment of this adventure.
Reference List - Fullerton, Tracy. Game Design Workshop : A Playcentric Approach to Creating Innovative Games, Fourth Edition, CRC Press LLC, 2018. ProQuest Ebook Central, http://ebookcentral.proquest.com/lib/qut/detail.action?docID=5477698.
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xxrexlegendxx · 2 years ago
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Assignment 3 Iteration and Changes
We managed to add a tutorial for the game to let players know how to move around and buttons. When players clicked start button in the start scene, the tutorial will pop up and there are conversation giving instruction to players. To make game more attractive and interesting, We decided to add sound effects as well so it won't look so dead while playing it. We also enhanced the cards random sorting range for hands and the decks. We learnt in from the basic from assessment 1 the racing car game and now make it better.
To make the game more complete, I have created the credit scene that shows our position while making the game
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xxrexlegendxx · 2 years ago
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Another Interesting Mechanic/Book Chapter/Game Discussion
After playing Hearthstone which is very popular game. It required a strong strategy and patience to play this game. each has special skills and qualities. Each category of these cards—minions, spells, and weapons, for example—serves a particular function on the battlefield.
This game will use minion cards, which are your creatures that allow you to attack opponents health or their minion cards. Moreover, players are able to draw cards from their decks or use their character abilities. Each round, players will have certain energy to summon their cards.
We are going to use this kind of mechanic to implement our game. dragging cards, energy, attack points, etc. For example, first of all, we figured out how to move cards forward once one of the cards was picked up in our hand. (1,2,3,4,5), when players pick the "3" from their hands, the sequence will be shifted forward, which will turn (1,2,4,5,6), and 6 will be distributed from the deck.
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xxrexlegendxx · 2 years ago
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 Assignment 3 Playtesting
Since Dylan has never played or heard about our game, he doesn't know how to do it. Zerend has to explain the controls and mechanics to him. Dylan tried everything to see if there were any bugs in the game. I found out that cards can keep pulling out of the deck. Also, the boss won't be able to die when its health hits zero.
Chris is playtesting; he mentions that he doesn't know how the cards work, decreasing the sword energy, and adding extra benefits if players are not doing anything. Maybe reduce the cost of the attack cards. He suggested a transaction; he would like to see more animation for the player going to another level or fighting the monster. He also doesn't need to focus on combat anymore.
After playtesting, we were discussing how to improve the game. For example, assigning how many cards should be in the player's hand. After reading the game book. according to Tracy Fullerton.(2018). "The structure you define for your team and the working environment you create will determine their ability to succeed." I like his said, everyone have their advantages and disadvantages. We separate our work and help each other when we got problem.
Reference List -
Fullerton, Tracy. Game Design Workshop : A Playcentric Approach to Creating Innovative Games, Fourth Edition, CRC Press LLC, 2018. ProQuest Ebook Central, http://ebookcentral.proquest.com/lib/qut/detail.action?docID=5477698.
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xxrexlegendxx · 2 years ago
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Assignment 3 Development Progress
To add some interesting features, we were discussing adding a variety of cards for players to play during the round. According to the Fullerton, T (2019). Game Design Workshop (chapter 11). This means the decision has to have both a potential upside and a downside; the upside being that it might advance the player one step closer to victory, and the downside being that it might hurt the player’s chances of winning. I think it is really true, and it is more fun than just basic attacks or defense. Although we do not need to make a game compared to AAA, Fancy graphics, but at least a simple game that can attract players to come play and use a bit of strategy to win the game.
• Attack (sword) • Shield (costs zero) - provides protection • Heal • Ability – transforms (+5 health, +2 energy each turn, adds special card) • Extra energy (on the same turn) • Poison • Attack that damages multiple enemies • Freeze (random in range 1 or 2, if it’s 2, it skips the enemy’s turn) • Healing circle (heals every turn) – creates a bar for it, which gets 1 subtracted each time enemy_turn is 0 • Card with negative effect – boss gives you that • Attack modifier - doubles the attack of a card – costs 0
I also made some animation for the characters.
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Reference list -
Fullerton, Tracy. Game Design Workshop : A Playcentric Approach to Creating Innovative Games, Fourth Edition, CRC Press LLC, 2018. ProQuest Ebook Central, http://ebookcentral.proquest.com/lib/qut/detail.action?docID=5477698. Created from qut on 2023-10-17 03:47:01.
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xxrexlegendxx · 2 years ago
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Group Formation and Assignment 3 Team Discussion
Dylan Yee, Leyton Gibson, and Zerend Sando make up my team. Group 3 was created in week 10. We separate the roles in order to be more efficient. We talked it over and decided to create a game that is comparable to Pokemon. The enemy can be approached by players and fought. Players have the option to select a card that is not from the deck during the battle. Players must make wise decisions when selecting their energy and abilities because there are numerous variations. Everyone is the target audience because the game is simple to understand and play in its fantasy setting.
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xxrexlegendxx · 2 years ago
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Assignment 2 Progress
One Sheet Draft 1
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Shell Sheet Draft 1
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Shell Sheet Draft 2
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Final Draft One Sheet -
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Final Draft One Page -
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xxrexlegendxx · 2 years ago
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Interesting Mechanic/Book Chapter/Game Discussion
"Dying Light 2" is an excellent improvement over its predecessor, giving players access to a vast and varied open world that is both visually spectacular and full of heart-pounding action. The game's parkour feature is still thrilling and makes navigating the enormous cities fun. But what really makes it stand out is the branching narrative, where player decisions have a significant impact on the plot and the course of the city. The day-night cycle is nevertheless a terrifying one, and the survival factor is made more pressing by nightly interactions. Combat has improved, and the addition of human groups gives the world's politics and narrative more nuance. Although there are a few small technical problems and sporadic boring side quests but I still highly recommend players should play "Dying Light 2" because of its captivating gameplay and memorable choices.
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Reference List -
Manodeep Mukherjee. (May 27, 2021). Dying Light 2 release date announced: Gameplay trailer shows different factions and world-altering choices. Retrieved from https://www.sportskeeda.com/esports/dying-light-2-release-date-announced-gameplay-trailer-shows-different-factions-game-world-altering-choices
gamepressure. (03 February 2022). Dying Light 2: Crafting. Retrieved from https://guides.gamepressure.com/dying-light-2/guide.asp?ID=62614
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xxrexlegendxx · 2 years ago
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Horizon Nitro Post Mortem #2
The game started to get bugged after I was trying to add other features. However, when I deleted other features I have added, this red screen still pops out and I have no idea. After I died which you can see in the video. Everything is back to normal. I couldn't figure it out what is the problem and how to fix it. In addition, after reading the book from Fullerton, T (2019). Game Design Workshop (chapter 11). which he talks about the cake-cutting scenario. I totally understand how it feels and how it applies to my game as well. He mentions, "A mother wants to divide a piece of cake between her two children. To avoid arguments about how large a piece each child should get". Although his example and mine are a bit different, what I was thinking was that everyone would like a game that has lots of modes and add-ons to make the game more interesting. On the other hand, some people actually would like a game that can relax them after their work, night shift, or maybe a terrible day. Thats why it derives from different games nowadays.
Reflection -
It has been an exciting and educational experience to develop a 2D endless racing game with GDevelop. I feel a feeling of success and a genuine admiration for the game production industry when I reflect on the development process.
I had to become accustomed to the GDevelop platform's features and capabilities because I was a relatively new user of it. During this phase of learning, the documentation and the community's assistance were invaluable resources. I faced obstacles that I had to overcome, but each one provided a chance for me to increase my knowledge and sharpen my skills.
As I think back on this experience, I'm enthusiastic about the potential that lies ahead. This project has motivated me to investigate new concepts, learn more about game design principles, and advance my career as a game developer. Game development is a vast and constantly changing field.
The process of using GDevelop to create a 2D endless racing game has been both educational and rewarding. It has increased my enthusiasm for game development, given me useful skills, and increased my sense of self-confidence. Future projects excite me because they will give me the chance to exercise my creativity and advance my game development knowledge.
Reference list -
Fullerton Tracy.(2019). Game Design Workshop: Chapter 11 Fun and Accessibility. ProQuest Ebook. Retrieved from: https://ebookcentral.proquest.com/lib/qut/reader.action?docID=5477698
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xxrexlegendxx · 2 years ago
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Meteor Mayhem Postmortem #2
All programming
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Feedback -
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game link -
Reflection -
I tried my best to fix the health pack and wait to launch the rocket after picking up the pickup ammo and i could not find a way to do it. According to my feedback from my friends, I guess it is enough and complex enough for this game. However, I am quite happy that I was able to fix lots of problems and complete the game. It left me with a satisfying sense of achievement. I really learned lots of things, and I will combine my knowledge and contribute to my third assignment with my groupmate. To sum up, in the game book which is Fllerton, T. (2018). Game Design workshop book said in the conclusion (p.310). Playtesters are your eyes and your ears. They allow you, as the designer, to keep your finger on the pulse of the game, even aer you have played it hundreds of times. If you learn to listen to your playtesters and analyze what they are saying, you will be able to see the game mechanics for what they are, not what you want them to be or imagine they should be." It is very true and helps me a lot while doing the first draft. Not just keep adding new stuff but maintaining the game and fixing the bugs are the main problem. I think players would prefer stable gameplay instead of massive variety of weapon but couldn't play at all.
Reference List -
Fullerton, Tracy. Game Design Workshop : A Playcentric Approach to Creating Innovative Games, Fourth Edition, CRC Press LLC, 2018. ProQuest Ebook Central, http://ebookcentral.proquest.com/lib/qut/detail.action?docID=5477698.
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xxrexlegendxx · 2 years ago
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Meteor Mayhem Post Mortem#1
First gameplay -
Feedback -
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Iteration -
I have removed the force of moving the Mars so players don’t have to follow it and make it more realistic (Fixed)
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By just creating the position of Mars, it will just sit on that coordinate.
Fixed Health not adding lives (Fixed)
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Add some hints to tell the players how much damage will the aestroid or other wrecked object will cost
fix the time after the timer hits 0
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The reason I made another scene is beacuse when the timer hits 0, it will start to go from 0 to 1 and so on. To prevent this problem. I have set if the Countdown hits 180
Add some special bullets
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After spawning the pickups, it keeps spawning and so on. To fix this problem, I discovered that the delete timer rocketspawn from memory will eventually remove the timer and the pickup won't spawn it again.
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Add more animation for solar panel
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Random(1) is because only there are 2 animations
Exceed Max Health
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Fitkit spawn too often so I decided to make it longer to spawn to increase the diffculty. Hope player can try to avoid the obstacles increase relying the Fitkit.
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I have fixed the bullet shooting angle. Now when players shoot their bullet. It will now adjust to the angle that the ship is facing.
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Adding new type of weapon to the ship - Rocket
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Since players are able to shoot a bullet and go past couples, aestroids, or objects, I have made those weapons disappear after hitting those objects.
I also fixed the text bubble timer when the conversation ends.
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filled up the rest of the how to play scene for naive player
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xxrexlegendxx · 2 years ago
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Horizon Nitro Post Mortem #1
Now, after collecting some quick feedback from my friends, I have to make another starting scene with the same controls as previous assignments. They said it makes the game whole. According to the game design book, chapter 9, (page 280), He said " These people will give you far more relevant feedback than someone who would not be attracted to your game in the first place. They will also be able to compare your game to others they have played and provide you with additional market research." I did find some friends that are interested in game and can provide me with some useful feedback that can enhance my game. While I am reading the topic of Finding the Ideal Playtesters, I found some friends who like to play games, and I guess they can provide me with some more useful information.
Feedback -
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To improve my work, I guess I might have to add some add-on that make the game more fun. The game itself is well enough and nothing to fix.
Reference List -
Game Design Workshop, T. Fullerton.(2018). Game Design Workshop: Playtesting. ProQuest Ebook. Retrieved from: https://ebookcentral.proquest.com/lib/qut/reader.action?docID=5477698
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xxrexlegendxx · 2 years ago
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Week 6 Racing Game Development
Task 2 -
setting turning value for car
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Task 3 -
I chose the game resolution size to "no changes to the game size so the game will automatically find the best size to fit the highway
Before -
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After -
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This is the development that I follow in the tutorial -
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Breakdown -
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When the timer hits 3.5 seconds, those cars will generate in speific position
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These lines mean the group TrafficLeft and TrafficRight will move in certain speed in Y axis. Moreover, the z-order changed to 2 because the car is also set to 2 which mean when the traffic hits player's car, it will cause an event
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These lines are for limiting the car motion when crossing the yellow line
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When it hits the group Traffic, it will then explode and lose
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When the group hits the bottom of the highway which set in 700, player will gain 100 points
This condition & action mean when the tree hits the Y position 700, then it will disappear by itself.
Creating new cars -
painting with new colors in photoshop
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To implement those car into the traffic, I have to assign new value in scene variable. Also, I have to put them into the group in TrafficLeft, TrafficRight and Traffic :
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For now, if I wanted to add more cars, I just need to repeat those steps and change some of the value.
To make it more realistic, I have made more control that player can accelerate or deaccelerate-
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I have move the score to the UI layer so it won't be in the middle of gameplay.
Adding Health to players
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When I was working with the health for the car. I kept trying and find the solution of colliding with the Traffic group. The car keep exploding before hitting any car.
Finally, I manage to resize the health bar instead of using the flat health heart
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This code is only a test, and it dies when it hits other cars. The code "change the width of HealthBar: set to clamp(Car.Variable(Health)/Car.Variable(MaxHealth)*1,0,175)" means resizing the health bar. 175 is the width of the health bar, and 0 means from the start, so it makes the health bar look like it is decreasing in health. Alos, clamp means taking value to limit it between 2 values which is in the bracket.
Since 10 for Maxhealth is too much I decided to change it to 3 Healths which means players can only crash their car to others 3 times.
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I tried to increase the health to 3 but it doesn't work. However, I tried my best to maintain the car died on second time.
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After 30 mins, I successfully figure out the health and now it works! It has 4 health now!
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So when the player is dead. They should move to a "Game Over Sence" which mean I have to create a new scene.
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xxrexlegendxx · 2 years ago
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Week 6 Racing Game Elevator Pitch
Task 1 -
● Horizon Nitro ● This game will be about an alien who has lived on Mars for two years. He has now found the parts and is ready to hop on his spaceship and return to his own planet. He is going to travel through rural area which can drive without speed limitation. The theme will be very intense since he is rushing back to his spaceship. ● bird view/top-down racing game
● modern
● 2D simple flat cartoonish setting
● It is for casual gamers who just want to chill and enjoy simple game
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Groovymcgee. (Dec 27, 2018). Racing game pixel art asset pack. Retrieved from https://itch.io/t/363095/racing-game-pixel-art-asset-pack ● Control Diagram -
Using arrow keys to move left, right, up and down
● 3 Unique Selling Points -
Able to slow down or accelerate to prevent hitting other cars
Generate different colours of cars
Adding a health bar to the car (player) so players can see and have a chance to survive after the collision
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xxrexlegendxx · 2 years ago
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Week 3 Platformer Postmortem #2
Intro Scene -
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I have calculated the timing of each sentence. After the first conversation is finished and then it will start to type the second conversation and so on. I have also found the alien ship travelling and crashing sound from the internet. Implementing sound can enhance the player's experience, convey information, and create emotional responses.
End Scene -
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Second Gameplay -
Feedback from second gamplay -
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Before relection,
Reflection -
This is my first assignment and my first time using GDevelop. It is relatively easy to use compared to Unreal and Unity. Once I heard someone making a pixel game. I am so excited and can’t wait to play on it. I already have tonnes of ideas to put into the game. I am also putting it into separate parts to make it feel like a story.
I quite like my game, and I spent a lot of time improving it. I tried to make it very simple by implementing more different mechanics inside this game. In addition, adding sound effects can enhance the game experience. So I added it to my game. There are some mechanics I would like and want to implement to it but I am not sure how to do it so I give up some complicated mechanics.
However, there are some bugs in the game, and I think that is the Gdevelop engine's problem. When I playtest my game, there is no problem, but my friend can somehow counter the bugs. I asked another person to do the playtesting, and he could not find the problem at all. According to the feedback, my friends really like my game in overall.
Reference List -
Pixabay. (N/A).Alien Spaceship. Retrieved from https://pixabay.com/sound-effects/search/spaceship/
Mixkit.(N/A). Dramatic metal explosion impact. Retrieved from https://mixkit.co/free-sound-effects/crash/
linkedIn.(Aug 17, 2023).How do you balance audio feedback and immersion in games?. Retrieved from https://www.linkedin.com/advice/0/how-do-you-balance-audio-feedback-immersion-games
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xxrexlegendxx · 2 years ago
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Meteor Mayhem Development Post 2
Timer -
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I have set the story that player has to survived in 3 mins which is 180 seconds.
Assigning Lives and Timer to UI layer -
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Adding goal for player -
I have made a planet which is Mars, after player has survived 3 mins. Mars will show up in random position. When player collided with it, it will then move it to end scene.
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Mars will only spawn once because I didn't put start or reset the "Mars_spawn" scene time
Start Scene updated -
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Intro Scene updated -
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I made a small illustrator for player to see what the alien have done after got up to ship. To make the animation, I have downloaded some sound file which is typing and enter pressing.
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When player pressed Restart button, it will change the scene to the game scene
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when the ship collide with planet Mars which will appear 175 seconds (for players to reach to the planet). It will then finish the game
Eliminating Asteroid -
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Since I have 4 animations so there will be random(3), it starts at 0,1,2,3 = 4 values.
Before I wrote and made the game, I read the game book chapter 6, and I found that it is very true that "great ideas do not come out of thin air—even if they seem to at some times come and they are from great input into your mind and senses." After developing the game, I was struggling with what to do with the start and end scenes. How can I make it more interesting and attract players? I turned these games (assessment 1) into a series talking about the alien landing on Earth and finding a way back to his own planet. I think it is more complete than just one story on every assessment.
Reference list -
SoundReality.(N/A). Mouse Click. Retrieved from https://pixabay.com/sound-effects/search/buttons/
SennaFoxy.(N/A). Quick Mechanical Keyboard. Retrieved from https://pixabay.com/sound-effects/search/buttons/
Fullerton, Tracy. Game Design Workshop : A Playcentric Approach to Creating Innovative Games, Fourth Edition, CRC Press LLC, 2018. ProQuest Ebook Central, http://ebookcentral.proquest.com/lib/qut/detail.action?docID=5477698.
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xxrexlegendxx · 2 years ago
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Meteor Mayhem Development Post 1
Task 1:
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This code is about the ship following the cursor of the player
Task 2:
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This code will able to shoot bullet from the ship
Task 3:
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When the player presses and holds the mouse's left button, I set a timer for cooldown in the line, preventing them from continuing to fire.
Task 4:
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This is about spawning asteroids in random place in certain axis.
Task 5:
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setting up the timer of"firerate",""large_asteriod_spawn" and "medium_asteriod_spawn" are for spawning those object when the game start.
I've set the variable for lives to have 10 lives; if the player's ship hits an asteroid, the lives text will change.
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The ship will lose two lives after hitting the large asteriod, and one life after hitting the medium asteriod.
Tasks 6 :
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Changing to mainscene (Newscene) when lives is 0
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After creating a new scene (Game Over), the timer hit 15 seconds, it will then move back to newscene.
Task 7:
Adding fonts to Intro Scene
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font: Craftron Gaming. (N/A). Mincraft font. Retrieved from. https://www.dafont.com/bitmap.php
Adding fonts to Start Scene
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Iconian Fonts. (04 May, 2013). 4114 Blaster Font. Retrieved from. https://www.fontsc.com/font/4114-blaster
Adding Small Asteriod
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Changing scene
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I have set the scene to start scene
Start Scene Background
Space - AdobeStock.(N/A).Pixel Space Background.Retrieved from. https://stock.adobe.com/au/search?k=pixel+space&asset_id=264279006
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Spaceship Interior - Haykira_(Oct 6, 2020).A Pixel Art Among Us Animation.Retrieved from. https://twitter.com/Haykira_/status/1313153920479514626
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