Clouds
Unexpectedly got some time to do some work yesterday, so fixed a few little things to start with. I sorted the building explosions so they would never go off the screen, I also fixed the player score so it now rumbles with the screen when bombs go off and I also sorted the bombs so they now start in a random place on the x and changed their starting y as well.
This sets me up nicely to finish off work on the bombs later, once I make them a prefab. Although I think I may run into issues with collision once they get cloned, which I will need to fix. I also am going to remove all elements of the difficulty level in game that reside in the bomb and move them over to the main game controller. That way the bomb will just be the bomb and do what it needs to do by simplifying it as much as possible and it can refer to the game controller for a few key facts when each bomb is created at the top of the screen. That way as each bomb is set up they can take the most current set of difficulty on board.
I also noticed that the player gun barrel which moves at an ok speed is not nearly quick enough as it needs to be if there are going to be multiple bombs dropping. I would be able to get a couple on screen but if they were on opposite sides of the screen then there was no chance esp at faster bombs speeds. So I have upped the rotation speed and this seems to work much better.
Whilst fixing the speed of the gun barrel I also started playing about with the reload speed, before it seemed ok but like with the above the reality in game is that a bomb could start to fall as you reload and hit the ground before you have done so. Yes it means they have to be more shrewd with where they fire and when they reload (i.e. don't always leave it till you are empty) but it also takes away from the game. So I downed the reload time, but when I get into actual game play testing I could start increasing re-load time as the game progresses to make it that little bit harder, we shall see.
The main thing I set about working on last night was the clouds. I spent far too long trying to create clouds that would fit in as I am so shockingly bad at doing graphics it seems. Then once I had done them all I implemented them and wrote a script that I tweaked to randomly place them on screen and set a random speed for them to travel across the screen. All easy and worked first time, only it didn't work as in it did not look right. So I tweaked the script a bit more and tried, they looked a little better but still sh*t. I then removed the ability for them to travel across the screen and this did look a lot better but still not great. I went back and tweaked some more and it looked much the same and this is where I gave up for the night.
So currently I have 5 clouds all sitting on screen randomly place on the x that kinda work most times, they don't move but do add to the screen look and feel enough for me to keep them in some way. I have some background background clouds to add as well although I may re-make those, as I did those differently and they are not as good even though they took the most amount of time. I am really not 100% sure what the end goal is going to be in terms of it looking and the movement or non movement of the clouds but I think I need to play about with it a bit more to see how it all looks and feels before I can make an informed decision on it all.
So next steps for me are:
- do background clouds and see how it all looks
- fix bomb code to remove dependencies and move to constants to game controller
- prefab bomb and set up an initialiser to create the right amount of bombs on start up
- creation of the main reload pop up when ammo is depleated