Tuning up on WeeSmall is going well – thanks to the way the enemy types run off a base class, I was able to implement a test-type enemy, which I can then muck about with the settings on in order to check that everything works. So far I’ve fixed a number of major issues with collision detection, stunning and sliding and so forth…
But I’m taking a breather from WeeSmall for now: the next XNA-UK meet is on Wednesday coming, and I wanted to see if I could hash something together for the Windows Phone – partly just to see if I could, but also to see if I could win a competition that’s running.
So – six days to write a game. This calls for simplicity and self-generation of data. It also calls for lots of placeholder content – graphics, sound, music etc. and use of a completely new control dynamic (touchscreen). But it’s also a chance to try and improve my structuring – the basics on WeeSmall were good but the tuning has revealed I could have done a lot better. And after a couple of hours of brainstorming, I came up with the following:
The player controls a small spaceship – this has a main engine (to thrust forward), thrusters (to rotate) and a tractor beam (to grapple stationary objects). Their task is to crystals that phase into the playing field and drop them into receiver pods – a given number must be retrieved before time runs out.
The complications:
- The player’s ship can only grapple one crystal at a time and must use their momentum plus releasing the tractor beam to throw the crystals towards the pods.
- The crystals glow with different colours. The crystal’s colour must match that of the receiver pod the player is trying to put it in. Once a pod has succesfully received a crystal, it will shut down for a short time, then select a new colour.
- If a cystal impacts anything apart from a correctly coloured pod, it will blow up, taking anything nearby with it (apart from receiver pods)
- If the player’s ship impacts anything, it will blow up, causing a life to be lost.
- Enemy drones regularly phase into the playing field. The player can destroy these with a well-thrown crystal.
So this is a 2D game, with the player controlling their ship by dragging on screen to determine direction and thrust for moving, and tapping to activate/deactivate the tractor beam. There are other more advanced additions I have in mind (power ups, bonuses, gravity wells, floating obstructions), but these will do for starters.
So far, we have the basic scene mechanics, pulled straight in from WeeSmall so that’s the gamestate management sorted. The work on LRK has given some good insights for 2D graphical work, but needs a good overhaul, and at the moment I’m trying to port the WeeSmall particle system from 3D to 2D as this will provide all the effects I want.
And the title? Still working on that… but originally the player was going to have a grapple arm instead of a tractor beam, so the working project name is…. “Project: Star Claws” (Tadah!)
The clock is ticking! Let’s see how much we can do…