Chipping away

I had some time before I was heading to bed last night and stupidly opened up project WRA and what was supposed to be an hour turned into 2 and a half's worth of work. This was because unity was doing some strange things and I think that was because it was using old scripts when compiling instead of updated ones (retaining old now changes variable values), I discovered that by changing the variable name that got around the issue.

What I did manage to achieve though was the shrinking of the bombs as they fall down the screen, this also brought up another issue that I will need to look into. The speed of the bombs, as it seems odd that some bombs smaller than others fall at 4 times the rate of much bigger bombs. Whilst that was the plan all along, it just looks wrong. So I need to look into ways of making this work better and have a few ideas. I have made it so the starting size range of the bombs is much smaller so bombs should be larger when spawning at the beginning, the reason for this is they shrink as they fall down the screen and there is no point having a small bomb at the beginning that does not shrink as it falls.

To increase difficulty depending on score I can narrow the range so the bombs get slightly smaller as they start and will amend the drop speed of them so they drop faster. That coupled with possibly a couple of other upgrade options for your gun and health should round off the difficulty curve of the game.

I know that I still need to program the varying amounts of bombs on screen i.e. a max of say 8 and a min of 4 at any given time but I will have to wait till I have the bombs being created on initialization from presets to apply this.

I wont have time for the next few days to work on this and it might be sunday (4 days away) before I get any time to work on P-WRA, but when I do my next steps will be, one or more of these:

re-working of player projectile and animation
creation of player sprites (including fire and movement)
creation of sprites for ammo and reloading visualization
creation of ground level explosions and implementation
creation of cloud sprites
re-working of player health bar sprites and health reduction

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