My Games Concept
The game is set in the year 2041, and begins when an evil corporation start developing advanced weaponry and technologies and then start using them to conquer the land around them. The player then comes into the game, in control of a Lieutenant from the British military, whose job is to take seize some enemy weapons, and use them to destroy the corporation and bring an end to their scientific pursuits.
The game is being created in Macromedia Flash 8, and is a 2D side-scrolling shooter
The Challenges
The main challenges I faced were related to the coding in Flash. Some things were not as simple as I thought at first, such as shooting in both directions. To complete this I had to find more sources and manipulate them in different ways to achieve the effect I wanted. Through this I learnt more about reading and understanding code in Flash, I have also learnt more about different ways the code can be manipulated and implemented.
Another challenge I faced was graphics related. Flash is not a great graphics engine. Unless you have access to things such as graphics tablets the art work won't come out looking great if you try to draw them in great detail. To overcome this I kept the characters in the game small, but still kept them within a reasonable scale to the game. This meant things such as facial expressions or weaponry didn't have to be incredibly detailed. With the right basic details and shape objects would look normal.
Another challenge was animation. Animation in Flash can be very time consuming, especially with things such as walk cycles. If the timing is slightly wrong in these the animation does not look good either. The only way to get through this was trial and error, and practice.
I have also had to learn things such as how to transition from one level from another easily. But this worked mostly in the same way as it did for enemies to attack, which I already understood.
New Concept
My new concept is to create a 2D platforming game in Flash. The game would involve moving through levels, jumping on and off of platforms, while avoiding, destroying and finding ways around enemies. The aim would just be to get from point A to point B, while collecting items and killing enemies to gain points.
The player would have a set number of lives, and could gain more lives by gaining more points. The game would finish with a high score table, so if used online it could support a very small section of multi-player, even if it is just competing with people for the highest score.
Levels would start off easy, and get harder as the game goes on, requiring the user to solve some complex puzzles to avoid losing lives.
This could easily be used to showcase some of the skills I have learnt throughout making my game, and could include some of the things I learnt while making my game, that didn't go into the final game, such as using gravity.
I would need to use the same sorts of animations to show people walking, jumping, dying and so on. This would be good practice, since the only way to become better at this is through practice. The new game would be able to demonstrate what I can already do and the improvements that I would be making.
At platforming game would also need a lot more, shorter levels. I learnt how to do this using triggers(1) in my current game, and it could be easily implemented into a new game.
A platforming game would require the same sort of graphics as my current game, and would show how I could create graphics using something that isn't a great graphics engine.
This game would also require most of the same coding as my current game. It would be capable of showing that I have learnt about using hit tests, to determine how things react, it would show I understand how to make things move, it would show I know how to trigger events, make animations stop, start and wait at a certain frame. It should be able to show all the things that I learnt about Actionscript throughout making my game.
(1) Something that the player cannot see that triggers an event, such as an enemy appearing or the level ending
My new concept is to create a 2D platforming game in Flash. The game would involve moving through levels, jumping on and off of platforms, while avoiding, destroying and finding ways around enemies. The aim would just be to get from point A to point B, while collecting items and killing enemies to gain points.
The player would have a set number of lives, and could gain more lives by gaining more points. The game would finish with a high score table, so if used online it could support a very small section of multi-player, even if it is just competing with people for the highest score.
Levels would start off easy, and get harder as the game goes on, requiring the user to solve some complex puzzles to avoid losing lives.
This could easily be used to showcase some of the skills I have learnt throughout making my game, and could include some of the things I learnt while making my game, that didn't go into the final game, such as using gravity.
I would need to use the same sorts of animations to show people walking, jumping, dying and so on. This would be good practice, since the only way to become better at this is through practice. The new game would be able to demonstrate what I can already do and the improvements that I would be making.
At platforming game would also need a lot more, shorter levels. I learnt how to do this using triggers(1) in my current game, and it could be easily implemented into a new game.
A platforming game would require the same sort of graphics as my current game, and would show how I could create graphics using something that isn't a great graphics engine.
This game would also require most of the same coding as my current game. It would be capable of showing that I have learnt about using hit tests, to determine how things react, it would show I understand how to make things move, it would show I know how to trigger events, make animations stop, start and wait at a certain frame. It should be able to show all the things that I learnt about Actionscript throughout making my game.
(1) Something that the player cannot see that triggers an event, such as an enemy appearing or the level ending