Today was back to work on Gemini. I managed to re-order a few things and make it so that it’s starting to actually get to a point where it will soon be a real game. Taking a day off this weekend to watch sports and see friends gave me a couple of “Eureka” moments on the proper ways to handle some of the problems I was having.
First on the list was getting enemies to behave properly. They can now target and destroy the player ships when using single shot targeting. I’m in process of adding burst/radial attacks to them as well. Bullets interact properly with everything, though I’ve found that by moving the camera, it makes targeting the player ships a little more tricky. This will call for prediction on firing (when targeting) or making the bullets independent of camera movement. I’m leaning towards the latter solution; this will basically make the game play in a local space, which is more like how old school shooters work anyway.
I’ve also started adding some of the little details that make the player feel some speed. There is now a foreground layer that animates a transparent cloud texture. It gives pretty much exactly the effect I’d hoped for, and I hope adding background clouds and depth of field will do the rest.
As for tomorrow’s work, I want to deal with player death and enemy wave spawning. Upon death of either of the player ships, I wish to have a some kind of stationary inactive “ghost” ship remain that can be resurrected by sustained contact with the remaining ship. Enemies need to be able to come out in groups when the camera object hits a trigger; they should then perform their attacks/movements and dismiss themselves upon hitting a second trigger.
Current task status:
Bullets/Weapons (in multiple types/colors) Enemies/Enemy AI Collisions Bullet Patterns for enemies and player ships (spread shot, etc)
- Obstacles/Environmental Hazards
- Level Design and implementation
- Explosions + sweet particle effects
- Music/Sound effects
- User Interface and Menu work
- A Boss