Last week was a holiday in Japan, giving Eric a chance to tackle some tasks for Project Spaghetti. There were quite a few changes, so rather than go over them all during the live show, we’re going to post about them in a little more detail here.
Night Time System
- Bullets now show up at night too
- Alien lasers show up at night
Map
- Tested out the addition of a game map to show the player’s progress
Menus & System
- Extended the fader object to allow fading into the start menu
- Room initialization code all moved to one script per room
- Reorganized the mp_grid movement path grid to allow per-level size adjustments
Bumpers
- Varied the cactus and tree sprites to show whether they’re ready to fire and where
- Added a pumpkin bumper to the graveyard that follows the player with its eyes
Levels
- Created placeholder stages, 4 per theme with the last being a boss stage
Enemies
- Bad cowboy enemies hold out their gun before shooting to give the player some warning
- Created placeholder bosses and matched all of the colors up
Visuals
- Added fog to the graveyard and alien levels
- Created tile variations for the desert and alien levels
- Changed the tumbleweed particles to an object that blows by randomly every once in a while
- Gave the health pickup a more recognizable graphic (a spinning heart)
- Added basic shadows to the player, enemies, and bumpers
- Tested the curtain idea from the reach tasks (conclusion: might not be so hot…)
Sounds
- Added footstep sounds for the player
Bug Fixes
- Minimize Window Fails to Take Screenshot in Time
- The instant the game starts, the surface is huge before it corrects
- There was a problem with the way character glows showed up at night (Twitter)
- Aliens would move while firing the laser if something blocks the shot
Thank you Noob247365 for your help with the night surface, your idea about the alpha put Eric on the right track!