Addressing playtesting feedback
Right time to address the feedback from playtesting.
The first thing to do is to give the player more visual feedback when they do an action or an event come up (i.e boss).
The first thing I did was make the enemy's, boss and the player flash red when they take damage. Jodie made the damage sprite for the animation. So what iv done is when the player takes damage from anything I change the animation to the damage animation and once that damage animation has finished, switch's back to the normal animation.
This looks much better than having no visual feedback when the player gets hit and you shooting other cars.
Now to fix the health balancing issue.
what iv have done is change the fuel pick up from 2 to 5 and didn’t change the health decreasing over time. As that takes 0.5 per 2 seconds.
Jodie asks to add a distance meter that fills up over time. once full spawn the boss. As this was in the original one-page document.
How does the distance meter work?
Fills up over time(every second add 2 to the distance variable (max 300) .
Once filled up spawn the boss.
Decreased when hitting objects.
This was easy as i can copy the health GUI code and use it for the distance meter.
Next is to tell the player when the boss spawn. Iv just made a text element spawn on-screen when the boss spawn.
The last thing I work on was menus (with controller support two)
How would this work with Gdevelop?
With variables! my original design was the button in a grid so when you move your stick in any direction you would highlight the button you want to select. I only needed 3 buttons. Start, how to play and controls. A line them up were pushing up on the left thumbstick would select start button, pushing left on the left thumbstick would select a controller and push right on the left thumbstick would select how to play. This is great as you can get to any button easy with one push of the stick or Dpad.
Code side of things work. basically made it when the left stick or Dpad button been pressed to change a variable and what number that variable highlights the button and if the A button is selected. change the scene.
One thing I have noticed is when pressing the A button there is no delay when you can press another input on the controller so if your next screen has a button and the user is still holding A when the next scene just finishes loading the first button is selected will get press. in my case, I would just go back to the start screen. easy way to combat this is to place a delay timer once the timer is up allow input from the controller.
At the start of the scene I set the elect variable to -0, 0 is the first button in the list.
What about the other 2 menus?
The controller menu just changes the screen to show the controls for our game. currently, just show the switch controls.
The how to play button show you everything you will encounter in our game and explain to the player what they do. Using the bumpers will change the page. I quickly made these pages up in the photo shop as these would be placeholders until we make the final version of these pages.
So with that our game has menus. Besides a pause menu in-game, I didn’t have time to make it and it would take a lot of reworking of existing code to pause everything in place. maybe in the future, I will look into making a pause feature.
Next to make the final boss ending into a cutscene instead of instantly going to the win screen.
How I wanted this little cutscene to work is when the boss dies these events will happen in order.
lots of explosions will spawn where the boss die.
Player input will be lock and hud will be disabled (to stop the player from breaking the cutscene and to tell the player a cutscene is playing)
The player car will dive to the top of the screen.
Once the car hit the top of the screen the screen will fade to black.
How would the logic work? basically scene variables and timers.How it look in game.
Look very nice to end the level.