Week 5 - João Sanches


Hello again!

In this week 5, I confess I wasn't as productive as the last week (due to in part not having a delivery this week + having other courses projects to focus on):

Design document:

We did a group meeting to discuss how to divide our tasks and we decided that I would start researching about designing and prototyping the game’s control scheme. I would say the position of the mouse indicates at all times the position of the player in the game.  Nevertheless, there might be some exceptions: if the player touches a neutral object like a wormhole the mouse position and the spaceship position might change to another position of the screen. 

Also about the control scheme, my first prototype had some obstacles that would disappear when a key from the keyboard was pressed(this was the only way to make the ship advance). So this can serve as input in some levels, but it won't the focus in the majority of the game. There can also be also be specific levels were left-clicking the mouse might give access to a powerup: for example, left clicking to shoot a laser to destroy a specific obstacle for example, or left clicking  might make the ship invulnerable for a short duration.

Pressing the Esc key will make the player access the main menu to exit/pause/continue the game.

Game

In work related to the game itself, i did a commit to place my prototype in the main game. My protoype was almost a complete level, so we decided this would be a good approach. We also changed a bit of the mouse/cursor colision mask based on the feedback(now it is a small rectangle) so it is a bit less frustrating now!

Bernardo and I started making the second level based on a wormhole/portal gimmick, but the mechanic is too buggy right now so we couldn't do a commit yet. (Annika and Maha are focusing on other level atm).

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Comments

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It seems you can connect mechanics to specific planets. Have you considered having lore around that?

One idea that came to mind is to use the Roman gods as a mechanics inspiration for each planet. While traveling to Mars, the god of war, you’d introduce asteroids that follow the player. While traveling to Mercury, god of commerce and communication, you’d introduce the typing section.

(+1)

That sounds like a good idea! 

The only problem i can see with that is that, in our game, the trip was supposed  to be Mercury -> Venus -> Earth -> Mars -> ... -> Neptune. So that imply that the typing section would be the first level, what could be undesirable to a new player i think. And the asteroids, being a simpler mechanic, would be the forfth level. So this could eventually comprimise the natural progression of the game.

Maybe, we'll have to redesign the lore, so that the planet the spaceship is visiting is not following the conventional solar system order? This meaning that a trip could be:  Alien planet -> Mars first and then  Alien planet -> Mercury?