For this week, my biggest goal was to get a working version of Steal the Spotlight running. As far as that goes, I succeeded surprisingly well. It works great right now, with only one minor hiccup. The way it is structured right now, there is a dark, transparent background that drops down along with the spotlight itself. Currently, the spotlight is layered over the background, but the sprites themselves are behind the dark background. This creates an effect that makes it seem like they aren’t in the spotlight; it is something I plan to fix for next week. I just didn’t have time to learn how Layers worked. Some code snippets follow for my spotlight work:
Please click on it for a better look!
The above was the trigger code for when the player enters the spotlight. It took me a little while to figure out, because I was using the OnTrigger functions instead of the OnTrigger2D functions, so nothing was happening. Once I figured it out though, everything started working beautifully.
Also, I added code that ends the game; it’s pretty simple right now, it just ends the game if either player ends up going to 0 reputation, but it works, and it transfers over to a game over screen for now. Of course, this will most likely change once we get the round structure in; that will probably come in next week. The final bit of work I did this week was on the start screen itself. It is very bear bones right now, but you can move over all the choices, and the game can start from the screen. Overall, I think it works alright. Definitely needs refinement, though.
As far as failures go for this week, one of the big things I wanted to work on was adding some pizzazz to the start of our mini-games. I’ve brainstormed a little bit about how to do it, and I think I have some useful ideas that I plan to implement for this coming week. For instance, in the Dodge the Pinball game, I asked Lukas to create a cannon, which will scoot up to the stage and throw the pinballs onto the arena. For Steal the Spotlight, I’m going to make it dark first, and then have the spotlight come down. Also, for the text that flashes on our game, I plan to have them scroll across the screen in big lettering; that way, it is more obvious to the player what is happening. Our playtest data showed that our players were confused as to what was going on, so I figured the best way to get them up to speed is to be as obnoxious about it as possible.
Time Spent This Week:
3 hours in meetings
5 hours on code
30 minutes on the Burn-Down and other documentation
Total: 8:30
Pros and Cons:
+ Steal the Spotlight is done!
+ Basic navigation structure is set up
+ Game end condition set up
– Mini games still need more of a fun factor
– Don’t have round systems built up yet
– Still need to make it look like the player is actually in the spotlight.