Monday, October 31, 2011

Assignment Six

We have finished one full level of our game, which happens to be level two.

There was a mass overhaul this week when we switched our engine to Rabbyt, enabling more enemies on the screen without slowing down the action.

We also are working on the narrative of the story, involving cut scenes and voice animation.
One challenge that our fearless programming knights overcame was building a parser to make level backgrounds from tiles.
Additionally, we are working on our 'time travel' features such as freezing time and rewinding the game play.

I made a pretty vicious anthropomorphic dragon as the boss- beware all who step into his cavern.

-Olivia

Monday, October 10, 2011

Assignment Five

                                                   One tile from the castle bridge in Level II.

Assignment five is complete and The Rabbit Hole is looking pretty good. After some playing around, I developed a tile scheme for the backgrounds and have finished the landscapes for levels I-III. Each tile is an 100 x 75 pixel square that can be arranged randomly to add variation to the background. We also have one enemy for each level, but I will add some new guys into the mix as we build our levels.

We fixed the flaws in the high score table so you can now input names, and we oriented the enemies so they move from the top of the screen to the bottom. The player character's movement was also adjusted so that it shoots from the bottom of the screen.  Additionally, we have enabled player collision, although the game is still unable to be beaten, making it pretty frustrating.

                                     A transition from smoke laden clouds to ocean in level III







 An Enemy plane in level III, the WWII themed battle.












- Olivia