Though the meat and bones of the game had been developed there were still some remaining Issues such as I was unable make the walls appear in different positions at random due to some strange clash between the way AS3 implements its random method against to how Sandy 3D does it for its primitives. I’m use to how it should work in AS but since I used a Sandy primitive to make the wall it would only work using their random method. I tried to manipulate the method to how I wanted it but I kept getting odd results like a wall size increase.
As you may tell the aim of the game is to fly past as many walls you can before the plane crashed. Every time you flew past a certain number of walls the plane would speed up (through speeding up the movement of the walls towards the camera).
I used Sandy 3D primitives to develop the title screen (plane), instruction screen (plane), game over screen (plane) and buttons (boxes) and made the primitives to respond to mouse events by enabling them to button mode. The images on the primitives (i.e. the title picture, button labels etc) were made through creating a separate class for all the images and applying a bitmap material that accessed the respective image class and applied the image to the primitives. I tried to use the same technique to create material for the walls however I couldn’t get the image to tile properly so in the end I applied a simple colour material to the walls.
I tried to implement a scoring system to the game based on how many walls passed but it was proving tricking through Sandy as the text field you had to set up was not responding to the code and time was running out, so I had to leave it out.
Also as I’m not use to Sandy, it was near impossible to create effects such as explosions when the plane crashed. The particle function just didn’t work, let alone follow the plane. Still the game is very functional.
I didn’t do know vigorous user testing but my family played it and thought it was quite addictive.
ScapeEvader Game Title Screen


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