During the last week my primary focus was on implementing a method to trasition through levels and create boss fights. Early in the week I successfully implemented a lot of new features, including the third enemy type the Sprayer, two new environmental objects known as the Pirate Barricade and the Small Island and lastly I added collision functionality to the anchor object.
The Sprayer class caused no issues when impleneting as its movement mechanics were very similar to that of the Goons movement. The Sprayer offers a new challenge of continous cannonball fire left and right of its body's position creating almost a wall like enemy closing in on the player.
The Pirate Barricade and Small island are two similar objects, the Pirate Barricade moves down the screen and streches from one side to the other and can only be destroyed by the anchor ability of colliding with the player resulting in a lost life. The Small island follows a similar path moving down the screen but takes up only a small space but cannont be destroyed unless once again colliding with the player causing death.
Each level in the game now has its own set of features with level 1 only containing Goons, Pirate Barricades and Small island with its own set of visual designs. Level 2 takes all of the object from level 1 and adds in the Charger class with a new set of visual graphics. And finally level 3 adds the Sprayer class and a new look. In between each level there is now a boss room each with its own unique boss. The first of which has been worked on and is almost complete. He is known as the Old Crew Mate.
OCM (Old Crew Mate) is a boss that moves left and right of the screen spraying an array of 5 cannonballs that moving in there own direction forcing the player to calculate their movement a lot more carefully.
This week the plan is to implement the next boss and create a system to store the highscores that are achieved.
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