Well the prototype app is now throwing disks all around a screen and hitting targets with a nice splashy effect. Even better, the physics models are working great at the moment. See what a week of studying past physics lessons and experimenting will accomplish for you? Sometimes you have to just bite the bullet and soldier through the effort to build something that matches your idea. Essentially, the same look and feel of this game could be simulated using simple pointA to pointB movements with some algorithms to handle collision. This I have used in the past, and it is not that difficult to get the system up and running. Letter Rain is a good example of this type of code. The problem is introducing a new object to the 'world'. If the design is right, the new object will be adjusted to pretty easily with minor updates to the system. On the other hand, what is more simple than to add another barrier, rock, or missile with it's own physic properties? Then the things bounce around as you designed it and you don't have to worry about those custom algorithms. This is what I did most of last week. I introduced new game objects to the physics world and really like how the whole thing behaves. Very nice.
This brings me to this week. I have designed the transition screens for each level to show a simple instruction and graphic to complete that level. I like it so far, but do need to create more images for the future levels/instructions. My graphic skills are pretty limited, but so far the pictures are looking pretty good. If I need to up the ante on the illustrations, I can always find someone more talented in the future. For now, it is best to put the framework in place with 'placeholder' images that can be swapped out later. So I have a few illustrations more to do this week for the future levels.
I decided to make this a level type game. You know, do this simple task, get a pellet, and move on to a more complicated level. (Good job! Now hit two targets!) Story of my life. I love pellets!
Now I have to design each level and try to ramp up the complexity to make the game more challenging. My only problem is that I am not 100% sure what the game action will be in the end. This will take some more trial testing on the family/friends, but for now I can work on creating level designs and the background structures to hold the level information. Once the levels can be poured into some simple data structures, I can adjust and create more levels more easily. At least, that is the plan. One step at a time.
Where is that pellet?