Tuesday, June 12, 2012

Game Design Log - Entry #14 - Final

Got the highscore stuff done. When you land successfully, if you beat the best time, it says "New highscore!". If you didn't, it shows you what the best time is. Either way, it shows you your time.

This isn't exactly fair, though, as the random terrain generation lets you just keep going until you get one that's straight down and not very far from your starting point. But, it'll work.

The code is at http://code.meldaire.net/lunarlander. I don't have the current version up at the moment, but when I get home, I'll make sure and push it up there.

Game Design Log - Entry #13

Whoops. Forgot about this again...

The game is functional now. It generates a random landscape(Which is guaranteed to have a flat section on it), starts you in the top center of the screen, and lets you have at it. When it sees that the ground is within a 1-pixel boundary of your lander, it runs a bunch of checks to see if you can land successfully at that moment. If yes, you win. If no, it changes the lander graphic to an explosion, plays an explosion sound, and you lose.

The only requirement I haven't met is disk access. I'm not familiar enough with C# to do things the way I want to, and I haven't had the time this last week to familiarize myself with the bits I need. Or think I need, anyways.

Attached is a scan of the explosion graphic.