Wednesday 18 May 2011

Code and Level setup thoughts

Code set up thoughts
So the classes I have so far (although they don't do anything yet) are:

-GameWorld
Manages everything for the game, the main class

-PlayerController
Manages the character, movement, update etc

- LevelMain
Manages the different levels – has arrays of Blocks, and any other level
object such as enemies, collectables, special types of blocks etc.

-Block
This has the code for the collision with the blocks. I decided to have a collision function in the blocks themselves that build the level then have an array of them updating in LevelMain. If I need a different type of block or perhaps an enemy I'll just have the specialised code in a class specifically for them and then have arrays of the in LevelMain.


Level setup thoughts
So at the moment I have the basic beginnings of the first level mocked up. The platforms are not angled at this time. Either I am going to have as the player gets higher they start to angle a bit more and throw in some more enemies etc or the first level will be simple un-angled platforms but the 2nd will have a bit of an angle maybe an enemy.

These two thoughts sound pretty much the same but I kind of mean them in different ways, such as in level 1 they could start angling, it would be more of a as the next lot f platforms show, they start angling more to increase difficulty or I could have the good couple of minutes (or possibly minute) to finish of the first level till the 2nd comes along with a bit of a change then.

I was also considering whether to just get rid of the angled platforms all together, but, then the name doesn't really make as much sense (though slide could be when enemies go and slide you off those tiny platforms) and my original concept and what I think makes it a bit more unique to say doodle jump, will be gone. So, no I think I'll keep them, just bring them in with time to get the game more and more complex as time goes on.

No comments:

Post a Comment