Tuesday 15 December 2015

Game Evaluation (ShapeMan)


ShapeMan Evaluation




Game Rules:
  • Don't touch an enemy shape that isn't the same shape as the player.
  • Collect all orbs in order to gain points.
  • Kill all enemy shapes to be able to pass onto the next level.
  • Co-ordinate through the level to change shapes.

Bug Report:
  • When changing to a circle the player can kill any enemy.
  • Whether the player changes to the same shape as the enemy, the player can still die, even though they shouldn't.
  • When dying the player would not spawn back to the set spot, but would instead vanish off of the map.

Shapeman Bug Report and showing off how the game works.









My friend playing my game.


Friends opinion:
Morten thought that the game was quite challenging, since i had alot of sprites (enemies) crossing each others paths. although he did enjoy the sprite design because of the simplicity.

Sprites:

All of my sprites were regular 2D shapes, such as the player, enemies and collectibles, although some of them add some patterns within them, accompanied by animations. The animations were fairly simple, they mainly just spin, fade and squish.


Spr_Heart:

This heart is an image i created to be used as a symbol for the life system, since i thought it would look better than having numbers count down. The sprite itself has no coding in it because all the coding for the life system is on a different sprite. 


Spr_Collectible:

This is one out of the two ways to gain points. Throughout the map these orbs are scattered about and can be collected. This sprite also has no code because the code is located in another place.


Spr_Me/Obj_Me:

This sprite/object is the play. This is where most of the code is kept. As you can see underneath, this is the Object version of the sprite (the player), showing all the collision events, keyboard commands and coding.




ObjEnemy Kill Code:

the code was one of the hardest pieces of work and is still currently being fixed, since there are a lot of bugs, but me and my friends are working hard to improve it.

The code has been designed to kill the enemy when the player is the same shape as the enemy, but if the player is a different shape from the enemy then the player will be killed and you will lose one heart.

We also decided to put part of the life system coding in the same execution sheet as the kill code, since we thought it would be easier to handle or more efficient.






















Map Layout:

Your character is the square located in the center, next to the pentagon, the other squares are enemy versions. If you look towards each of the corners, you can see that there are different shapes, you can touch these shapes to transform into them.

"Next Change" stands for when the enemy shapes will change into one of the 5 other shapes, the countdown starts at 20 seconds. the longer you survive and get through the levels the faster they will start to change shape.






























Controller:

The controller, as the name implies, controls most of the game. It's where the globalvar code is put. In-case you didn't know a globalvar is a set of code that allows all sprites to access it.

The code will usually hold key aspects of the game, such as; the amount of lives you have, how many ticks it takes before the enemy changes shape.