Permission (formerly Ion Rush and Ion Deluge) is a game about…permission. With very few differences from its beta, Permission is still a game about waiting for the opportune moment. The most significant and recognizable change to occur in this version is the code structure. Now entirely legible, customizable and malleable, beams can easily be placed in any location with any rate of change. They can even move on their own! I feel that porting this to the tablet worked wonders, as the simple back and forth movement of the player is made for touch controls. The only real vulnerability of this update is the lack of changing background colors. Nonetheless, Permission remains a product I’d happily defend and continue to develop in the the future.
The evil bats in Light the Lamps have three states: moving, attacking, and frozen. The bats start the game moving randomly around the screen – their “moving” state is their default state. They transition into their attack phase – which consists of shooting “globs” of red at the lamps on either side of the screen – when the player crosses over one of three invisible “trigger” lines that I’ve placed equidistant from one another. They enter their frozen phase when the player manages to grab one of the floating blue circular power ups that appear at random points throughout the game. The patterns of these bats are very reliant on player choice, which will hopefully make the game more interesting and playable.
Updraft, formerly known as Rightfully Yours, is still a game of patience, cunning, and perseverance, only now it’s a lot more aesthetically sound and even more difficult. With the addition of five fans that alternate in two directions at entirely random intervals, the player finds themselves being launched upward or drawn back down. As it is even more difficult to maneuver the enemy’s projectiles at a close proximity, I tried to make the beneficial fans a vibrant color that would stand out against the harmful ones. This lets the player make decisions out of the corner of their eye, since most of the action takes place at the center of the screen. My code is a lot cleaner than its initial state, yet there are definitely changes and clarifications to be made. My conference project is a lot more consistent and logical, while Updraft has no real continuous code style. That said, it functions flawlessly with no known bugs. The controls are much tighter and more responsive in this version. The color palette of this game is derived from a Paul Klee painting. A trophy is indeed again bestowed upon the player on completion. In retrospect, I am highly content with this project and am not afraid to present it to others. I really feel like I’ve developed a game!
Spare Me is a conventional platformer with a bright palette and a whole lot of bowling balls. Make your way to the tiny star to advance to the next level, but proceed with caution. If you get smacked, it’s back to the start of the level. Trying to get the most variety out of my enemies, these bowling balls can fall at left or right angles, vertically, or directly left or right. Each bowling ball is assigned a random color at startup, so no two playthroughs will look identical. What cannot be shown in these screenshots is the wild activity and motion paths of these bowling balls. At a glance, the screens are terrifyingly chaotic. Yet with a little attention and patience, exploitable gaps in their trajectories become more and more apparent. This was an extremely fun project to code because the platformer lab offers a clean and manipulable archetype that is easy to build upon. I used a total of 8 arraylists to get the job done – one for platforms and one for enemies per level. Far and away my largest difficulty with this project stemmed from the player’s jump physics. Through a bit of crafty (and a little muddled) circumvention, I found a good solution with very few exploits. I’ve been told that the translate() function works well for jump animations, but I couldn’t get it to work. Hopefully in the future I will find a more reliable solution. And of course, if you can manage to make it through to the end, you’ll find recompense in a greasy bowling alley burger.
So for the first game this year I am going with my idea of being a bank robber in a situation where the heist has gone wrong and is currently in a shootout with the police. While the police are shooting at the player constantly I wanted the player to not have the ability to shoot back. This, for me, makes the game more difficult as there is no way to beat/kill the bad guy. Also I wanted to play with the idea where the robber, who in normal situations would be the bad guy, is actually the good guy (the player). In this game the player has to collect 5 bags of loot to be able to escape the bank and while collecting the loot, the player has to avoid being shot and further, being busted by the police. By the final play test of the game, it had 8 separate builds, each with their own issues. I had an interesting experiences with issues in this game. While some of them were fixable with fairly straightforward coding there were some that needed me to use what I call, backdoor fixes. An example of this was the collisions with the bullets I was having were not exact in any way. The player would die if the bullet came close to the player but the basically the player was dying when he wasn’t actually getting hit. To fix this, I utilized icons. So while I was displaying the icons, I made the original drawings invisible and turned them into hitboxes and made them smaller. Interestingly enough, when I made the hitboxes smaller than the icons, I was able to make the collisions look like they were hitting the icons perfectly. And while I know this is by no means a permanent fix, it has been a temporary one that will suit me very well in the long run until I have a more complex and precise collision code. Let’s take a look at some screenshots: This is what the game looked like bare bones with no added icons or backgrounds. As you can see the yellow player is clearly not actually getting hit, but a collision has been detected. This is what the game currently looks like, it still needs some aesthetic work, but I like where its headed. All the loot has been collected and the getaway appears. Whew, Just managed to get away! As you can see the collision detection is so much better now.