VIEWS: 6 PAGES: 16 POSTED ON: 1/15/2013
Final Project: Space Invaders Progress Report Game Overview Similar to “Space Invaders” Player control a ship at bottom of screen Collection of enemy ships advancing Destroy enemy ships before they hit player’s ship or bottom of screen. Implemented Classes addSprites Used to add sprites to the screen. initState Used to initialize and give sprites specific properties (Scale, Location, Rotation). advanceFrame Used to continuously call handleInput and handleCollisions changeLevel Resets gamestate and changes scoring/enemy speed Implemented Classes, cont. handleInput Interprets mouse movement and keyboard input. Moving ship Firing bullets handleCollisions Detects for collisions between enemy ships and walls Player ship and enemy ships Enemy ships and all walls Enemy ships and bullets Player ships and enemy bullets initBullet Creates a bullet to be fired at location of player ship Theme Development General Path used to make player ship and enemy ships looks like space ships. An image of space will make-up the background to give a more immersive feel. Level Progression Not yet implemented. As player progresses through levels Enemy ships move faster Enemy ships fire more bullets Player receives more points per enemy ship No end to levels—game gets harder and harder Scoring For each enemy ship destroyed, the player will earn the number of points equivalent to the level he is on. Level 1: 1 point per enemy ship destroyed Level 4: 4 points per enemy ship destroyed Level 31: 11 point per enemy ship destroyed Documentation Writing documentation as methods are written to accurately and thoroughly annotate code. Demonstration Game Demo Problems Encountered Making formation of enemy ships move as one. When player destroys a ship, score continuously increases Need to find a good solution for what to do with enemy ships and bullets when they are destroyed Anticipated/Expected? Knew making the enemy ships move as one would be the first obstacle. The score problem was unexpected. The ship/bullet problem is something I knew I would run into. State of Problems Made ships move as one (while still being independent sprites) by assigning each a tracker and simply looping through the formation to adjust velocities/locations simultaneously. Other two are still outstanding problems. Believe they are related. Bullet stays where it intersects the enemy ship, so the collision occurs over and over each time handleCollision is called Progress Evaluation Are you on track according to your timeline? A few days behind timeline. What parts of your project are delayed? The implementation of advanced game features. Why are they delayed? Dealing with destroyed ships/bullets is trickier than expected. What parts of your project are on time? Basic games features are almost complete. What steps are you taking to get back onto your timeline? Reassess timeline to have basic game, extra features, and debugging completed by end of week. Has the scope of your project changed? If so, how and why? The scope and goal of the project is exactly as stated in proposal. Do you expect to complete your timeline by the due date? Yes. Project Evaluation Game Functionality - 200 points Most basic game functions entirely correctly - 100 points Movement and firing of bullets from player ship. Side-to-side movement and advancement of enemy ships as one unit. Enemy ships destroyed and score added when bullet intersects ship. Correct implementation of levels. Faster enemy ships Enemy ships firing back more. Enemy ships worth more points. Project Evaluation, cont. Some simple enhancements made - 50 points Enemy ships randomly firing back at player ship. Ship's color acts as gauge of life: green to red So allow player to be hit more than once. Several simple enhancements or 1-2 complex enhancements made - 50 points Enemy ships, other than the formation, flying quickly downward for added difficulty. Will fly off bottom of the screen if not destroyed, player will not lose for this. Questions?
"Final Project Space Invaders"