July 10, 2011

Chicken Bandit Checkpoint 3

I reached my 3rd programming checkpoint a couple days ago. The checkpoints get kind of loose from here so I think I'm going to have to go back and re-evaluate them and set new deadlines.
The 3rd checkpoint stuff:

-Windows and Doors on the trains
-Doors open up when shot enough
-Specific spawn points for different type of enemies/items
-Arm movement (spinning to the angle shot)
-Lasso graphics
-Text wrapping and typing out in store

I added in a feature before to take screenshots as well as "animated" screenshots (multiple frames combined together in a gif) as I did in Grand Feather. The only problem was that it ran too slow on the device while recording, so I couldn't make a very good video. I spent a long time trying to optimize it and finally got it to run at a somewhat playable speed, 2-8 fps! Here is a sample:

Most of the graphics there are placeholders, besides the enemy and the main character, and the train background. The red rectangles represent windows, and the green represent doors that you have to shoot off. The player can lasso the safes on the train to pull down for bonus money (the lasso animation is not yet in.) You also might notice that the Chicken Bandit currently shoots backwards by twisting his arm back and firing without looking. Now that is a pretty impressive feat (especially for a bandit with no formal training in gun slinging) but there will eventually be an animation of him turning around to fire behind him.

I have also been spending a good amount of time doing the designing for what the final game will be, but I will talk more about that in an upcoming post.

The next step is adding in sound and music to the game engine, which probably should have already been done by this point.


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