Making progress…Block Breaker v.2!
February 19, 2015 by Corey
I’m moving through the class pretty quickly though not as fast as I’d like. Need to pick up the pace! I added more than a few things and now it’s actually a game. Honestly it looks pretty basic, but I could not be more proud of myself 😀
Added things includes:
- Semi-working gravity and physics — currently in working state but there’s a bug that occurs when the ball’s upward force isn’t higher than the game’s gravity force. The ball will be pulled down by gravity and the game can enter a state where the ball’s upward force will never get higher than a certain point, essentially breaking the game if the remaining bricks can’t be reached. Need to find more efficient gravity solutions.
- Bricks! There are actual bricks to be broken in Block Breaker. These include 1 hit, 2 hit, and 3 hit bricks each with their own sprite states. All very advanced stuff.
- Win State, Lose State, and working level progression. When your ball falls off screen, the lose screen pops up. When you beat the three levels the win screen pops up along with a “Play again?” prompt button.
- Everything needed to create a new level is now a prefab, excluding background images. Now I essentially have a brickbreaker level editor. Heh maybe I should just release that a la rpg maker (BlockBreakerMaker?)
There are more changes like better organized code but I’ll just throw that in the github.
Something I realized I don’t enjoy is level design. Organizing the bricks in the right place to make a good puzzle is kind of a chore to me. I prefer creating the building blocks (puns!) for Block Breaker rather than the level design. Maybe I just haven’t dove into that school of thought yet to be able to have an appreciation for it. I’ll go with that.