Petite tentative de mettre en image les petits essais de ce midi, dans le cadre du mini-jeu "Apple Assault". L'idée est d'avoir une jauge d'attaque que Bilou peut remplir en rebondissant sur des monstres (représenté par les 2 transitions en haut de l'image) et qui lui permet de lancer une étoile (à remplacer par un coup de poing).
Cette jauge n'est toutefois pas permanente: quand Bilou est au sol, elle retombe progressivement à 0, réutilisant le même mécanisme que celui qui fait ralentir les Applemen. Cette "vue synthétique" de toutes les interactions faisant intervenir une variable donnée pourrait bien venir compléter d'autres fenêtres de dialogue plus "classique" (éditer toutes les transitions de / vers un état) dans un éditeur de comportement tournant directement sur la DS ... à venir plus tard.
This week-end has seen virtually no code written for the engine, but massive update and improvement on the "gobscripts" defining Bilou and the Applemen. Bilou now actually 'bounces' when he stuns appelmen, and you can bounce higher by pressing the jump button with the proper timing. In an attempt to get closer to the "apple assault" milestone, I was toying this lunch time with a bounce counter that could be use to enable the "shot of some placeholder" that is meant to become a "finishing move" that would clear the area of stunned (or running) applemen.
Here's a conceptual mockup of how that job would have been done if the "behaviour editor for DS" was already implemented... or at least how you could visually provide hints on what is using that bounce counter by identifying all the predicates and action that use "variable #6". In order to add that behaviour, you'd have to start with the "falling" state, alter "monster found" behaviour, then browse neighbour states and decide what to do with v6 in order to implement the "depleting counter" that only let you "throw a star" shortly after you've hit the ground.
Monday, May 10, 2010
Bounce & Shoot
Tags: apple assault, bilou, collisions, game maker, gobscript, mockup, mybrew, MyEngine, state machine
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