© 2008 PeeJay
GL (very) Basic Tutorial
© 2008 PeeJay
Lesson 12 - Gettings things right!
- The bullets start from the centre of the graphic, but this doesn't exactly tie in with the player graphic and the end of the gun. Why not change the start position of the bullet graphic to match the position of the weapon?
- Perhaps instead of simply saying "Ow!", why not have an energy counter which decreases, until it reaches 0 when you die?
- Add a scoring system for the number of enemies you shoot
- Animate the enemies, not just when disintegrating, but all the time.
- Add a sound for the enemies disintegrating.
- Only give the player a set number of bullets, and see how many enemies he can hit with those
- From 6), why not have some rocks that contain power-ups (more bullets) that you can collect to continue play?
- The tiled background is simple enough, but why not have a properly designed scrolling backdrop?
- Multiple enemy types to make the game more interesting
- Instead of bullets disappearing when they hit a rock, they ricochet off and have the chance to hit another rock ad infinitum, until they disappear off screen
- Change the whole movement system to be rotational rather than directional - that is, left will rotate left, right will rotate right, up will step forwards, down will step backwards.
- Reduce the size of the playing area, and use a portion of the screen as a display (scores, energy, bullets?)
- Add a title screen, call your game a name, and display it proudly!
- Construct a play timer (use the GETTIMERALL command) and let the player play for, say, one minute, before moving on to level 2, when the difficulty level increases
- Add a death sequence for our player, rather than being able to play continually.