January 23, 2015

#30daydeveloper - Day 19 - Cut the Fat

Hello! If this is your first time reading about my thirty day developer challenge, click here to go to the first post!
Oh my god, I think it's actually fun now. I've been playing my own game and it's quite entertaining. Of course it's nothing like what I first envisioned at all. From sound design down to the core gameplay mechanic, this game is nothing like what I had mocked up on the first day.
See the inventory on top? Those are the balls I am currently holding.
On with today's changes (in bullet format because I am lazy):
  • Removed click to flick mechanic of enemy balls
    • Not necessary anymore given the new gameplay mechanics
  • Removed ball worth
    • Didn't make sense to create an arbitrary incentive to have enemy balls collide with each other
  • Added a ton of new sounds and background music
    • Everything sounds so soothing now. Much different from the upbeat techno trance music I had in earlier versions
  • Added an "inventory" system for holding enemy balls.
    • Now when time stops, you "cash in" your inventory for points.
    • I want to implement score multipliers that depend on what you were holding in your inventory when you stop time.
      • Extra ten points if all ten were the same color
      • Extra twenty points for having at least one of every color
  • Removed the word "score" from the top
    • Didn't find it too aesthetically pleasing
  • Optimized the code a lot
    • Removed unnecessary loops and random console logs
So please, go ahead and try the game. Let me know what you think!

On a side note, I am actually genuinely excited about this. This is a great feeling.

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