I was trying to figure out how to use some of the missile and ball sprites when a friend of mine made a joke after seeing the last uploaded video showing the Bag Boy and cart sprites. They had mentioned that I should make a sign on the carts that said "no dogs," a reference to a local grocery store recently putting notifications that only service dogs were allowed and no animals were permitted in the shopping carts. This had got me thinking about the sometimes unruly "service" dogs that customers bring into grocery stores and so I found some inspiration - the fake service dog enemy!
While I am still trying to figure out the mechanics to have a cart sprite head towards a car graphic, the fake service dog (FSD) works perfectly for randomizing events. The FSD will chase the Bag Boy instead of a car and the Bag Boy can utilize the missile, which will represent something like a candy bar or cookie. Shoot the dog before he gets you and receive some points. Get bit and you may lose some points or a life - I still haven't quite figured out how to do the life thing yet. I may opt for a health bar or have each level timed instead of hitting a score goal, like advancing in levels every 25 or so points. I am having difficulty switching from the cart sprite to the dog sprite but will focus on this development since this provides greater variation.
I had also improved on the cart spawning by using a similar method to my playfield collision, essentially randomizing numbers for the cart x,y within the boundaries of the parking lot.
While I am still trying to figure out the mechanics to have a cart sprite head towards a car graphic, the fake service dog (FSD) works perfectly for randomizing events. The FSD will chase the Bag Boy instead of a car and the Bag Boy can utilize the missile, which will represent something like a candy bar or cookie. Shoot the dog before he gets you and receive some points. Get bit and you may lose some points or a life - I still haven't quite figured out how to do the life thing yet. I may opt for a health bar or have each level timed instead of hitting a score goal, like advancing in levels every 25 or so points. I am having difficulty switching from the cart sprite to the dog sprite but will focus on this development since this provides greater variation.
I had also improved on the cart spawning by using a similar method to my playfield collision, essentially randomizing numbers for the cart x,y within the boundaries of the parking lot.
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