NEW CLIFFS!
As I said last week, today I finally got to have a full day of gamedev for me. And I actually managed to work quite a bit. Mainly I worked on two things: Spawning and Theming
SPAWNING LESS ANIMALS!
I decided that I need more control over how animals are spawned. So started messing with the spawning code. Pretty successfull I’d think, just a few keystrokes later I got this:
Totaly intentional, obviously. The problem with my previous system, was the time-based approach I took. Meaning, I would create a new animal after a fixed amount of time. This amount of time would be decreased over time as well. Also, I randomized between a maximum and minimum amount of time needed to spawn a new animal. Also, I needed to make sure to not overwhelm the player, meaning only a fixed amount of animals can be on screen (or in the air, to be more precise). That’s already 4 parameters needed to spawn an animal:
- A maximum spawn time
- A minimum spawn time
- A timer to decrease the spawn time
- A maximum amount of animals in the air.
This is the basic algorithm that worked out when to spawn a new entity:
- (Spawn an animal, let’s take that as a starting point)
- Sleep for between min and max spawn time
- Check if the spawn timers have to be shortened (spawning more animals quicker)
- Check if less than the maximum allowed animals are in the air
- If so, spawn an animal,
- Else, go to step 2a
After looking at that system more closely, I wanted to simplyfiy it. What I really need is controll over how many animals the player is currently handling. A time based approach isn’t really needed. So the new system does something else:
- It checks how many animals are currently in the air.
- If that is lower than the current max animals, spawn a new one.
- If the score has passed a threshold, increase the max allowed animals.
- Sleep for 2 seconds and do it again..
I have the feeling that the new system is easier to manage and predict, meaning tweeking gameplay should be easier.
Anyway, with this new system, the player only ever has a finite amount of animals to handle.
CLIFFS!
While discussing the game with my GF, she mentioned that the game doesn’t really have a story. It has knights, a tower, a stable and funny looking animal heads. But that’s just some random theme applied, it doens’t have any sense behind it. After giving it some more thought, I decided to switch the theme of the game. You’re not sorting animals anymore, but rather saving lemmings from their certain doom.
The lemmings throw themselves off a cliff, and it’s up to you to bounce them into a safe place. I think with this, the theme comes better together. While lemmings throwing themselves off a cliff is a myth, it’s still something that people seem to know.
This also meant that a lot of things had to go. Mainly, the knights, the funny looking animals, the medieval tower. Just about anything. This is what I came up with:
Left is old, right new.
Now the fancy stuff is actually in the editor. See, right now I don’t have the skill to draw a proper cliffside. But I do have some 3D Models (courtsy of Kenney) which I was able to stick together!
Upper is old, bottom is new.
It’s surprisingly easy to create assets this way. Also doesn’t seem to be too taxing on a mobile.
STAY TUNED!
Next week I will rework the background of the game. I want it to be a raging river, threatening the poor lemmings.
Until then, stay tuned.