“LET Their BE Light! & Their WAS Light.
Gen 1:3
Light holds EVERYTHING together. Light is SOUND & VIBRATION.
My argument is that Light is a manifestation of God's power, providing us with the ability to see and understand the world around us.The Speed of Light is: 1. One of the Fundamental constants of ALL Physics2. The limiting factor in the universe 3. Binds everything in the Universe…
Coming into this game I didn't have a very clear idea of how I wanted the cars to actually move. This resulted in a lot of time spent creating and scrapping different movement implementations wasting a lot of time. My final implementation while it did help me learn how to use tweens in GDevelop, was a bit overcomplicated as I could have instead used the Physics2 behaviour built into the engine. Using this would also improve collisions in the game as the current implementation doesn't work well when sliding against other objects.
As a racing game prototype I had chosen to focus on the movement and power mechanics of the player's car. Obviously a racing game needs cars for the player to race against. This could either be AI cars or cars driven by other players. However given the small time frame and limitations of GDevelop I purposely decided to not spend time implementing these features.
As before, I continued my game development based on my interpretation of Tracy Fullerton's book Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Fourth Edition, chapters 7, 8 and 10. However, I decided to skip the physical prototyping and start with digital prototyping. This was solely due to time constraints for the prototype. As this was an Asteroids-Like, a lot of emphasis was put on how the controls moved the player and the players feeling of movement in the game. This was achieved with the help of the Physics2 engine built into GDevelop, and the playtesters did respond in kind to the movement. However, also, through playtesting, an invisibility bug was found. This bug happened when your shield was low, and you flew over an asteroid that was spawning. This would kill the shield and screw with the Physics2 engine, causing the player to become invincible, thus causing the game to no longer have a fail state, meaning it no longer became a game. A fix for this was found, but it did take some time and rearrangement of code. Later, playtesters were unable to replicate the invisibility bug.
Most playtesters did enjoy the prototype, but some found the game’s objective missing as they thought it was just a straight Asteroids clone, but once the objective was explained, they found the game enjoyable. The lack of a clear objective could be recertified in later iterations of the prototype by adding some mission text at the beginning of the game.
If I were to change anything about how I developed my prototype. I would have liked to have had more time to flesh out the prototype as a lot of ideas had to be left out. Some of these were the enemies that attacked you and the ship mini bosses and boss battles, as well as a shop to upgrade your ship and powerups that would be dropped from enemies. Playtesters gave some ideas while playing that would have also been nice to implement. One Idea was to add a section to the later-to-be-developed shop for the space station so you could add weapons to the shop so they could assist in the battles and protect themselves. Also, as mentioned above, I would have added some mission text to the game so players would know the objectives of the game.
If I were going to change something about the design of my prototype, it would be how you unload rocks at the space station. Currently, you fly close, and the rocks disappear from your inventory. I would like it to feel a little more involved, like an arm extending out of the space station that you hook on to then slowly unload your inventory. This action could also allow the player to enter the space station so they could buy upgrades and get fetch quests.
If you would like to try my prototype, you can at https://gajitz.itch.io/mineasteroid
Also, any feedback would be greatly appreciated.
Sources:
Tracy Fullerton. (2018) Game Design Workshop : A Playcentric Approach to Creating Innovative Games, Fourth Edition. Retrieved July 29, 2022, from https://ebookcentral.proquest.com/lib/qut/reader.action?docID=54776988
MDCAT NOTES ON ALL SUBJECTS NOTES AND SHORTCUTS BIOLOGY, CHEMISTRY, ENGLISH, AND PHYSICS PDF DOWNLOAD BEST AND HIGH-QUALITY FORMAT.
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Grammar 3 Articles, Prepositions & PunctuationGrammar spelling and punctuationTENSESThe 20 Rules of Subject-Verb Agreement in Standard EnglishMDCAT Vocabulary 2021
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1st Year MDCAT Physics2.Motion and Force Notes3.Work…
I started with the project that I made in class. I changed a few things to my project in class including score, a group for asteroids and while loops to stop the asteroids spawning on the player. The first thing I did was change the player controls and movement. I added the Physics2 behaviour to the player so that they would maintain momentum. I then applied force to the player in the forward direction when the W key is press and added torque when A and D are pressed to turn the player. I then removed gravity and increased the dampening on the player. Finally, I used the S key to increase dampening and slow the player. Next, I Added the Screen Wrap behaviour to the player and asteroids so they would reappear on the opposite side of the screen then they left from.
The next thing I wanted to change is the player’s attack. I felt that using a laser would be better than shooting a projectile because I wanted the player to be a mining ship. To do this I am using a Ray Cast that I take from the player in a forward direction for a range. If it hits an asteroid, it draws a line from the player to that point and applies damage to the asteroid. This only worked when shooing straight at an asteroid so I added a draw line before the Ray Cast that draws the line straight in front of the player if the Ray Cast hits an asteroid, it then removes the line and draws a new one. Once it worked, I added a timer that increases when space is pressed and decreases when it isn’t. The laser then only shoots when space is pressed and the timer is below the max fire time.
Since the asteroids slowly take damage, I needed a way to easily show the player they were doing damage. I decided the easiest way to do this would be by changing the colour of the asteroid as it takes damage. I did that by lerping between 255 and 0 and setting that value to be the colour values and using the colour replace effect. I thought this looked ok so decided to add a similar effect to the player but it selects a colour from an array ranging from green to yellow and then red.
I then worked on the asteroids. I started with the spawning and made a system that spawns a group of large asteroids every time there are not asteroids left on the screen. I then made it so that the large asteroid breaks up into 2 medium asteroids and the mediums break into 2 small asteroids. The collisions were quite rough so I went through and edited the collision masks on all of the asteroids and then they all worked nicely and spawned new ones as appropriate.
Next step was making it so the camera zoomed out as the game progressed. I implemented this during the asteroid spawning. However, it caused me a lot of issues with the object wrap around and positioning the score and health. In the end I used the camera bounds to define the object wrap around and positioning of the UI Objects.
The alien space ship was the next step so I quickly made a sprite in Piskel. I added it to the asteroids group to handle its damage and the likes and changed the group to an enemy group. Next, I added some movement events so the ship would move towards the player than once they got close, they could start doing some random movement. The ship was made to shoot bullets at the player using an event similar to the one made in class for the player shooting. And a timed spawner was added. In testing I found the bullets could be shot out of the air because they act the same as asteroids and though about removing it. But I decided to leave it in because it is very difficult to do and adds a bit more variety to the ship combat.
The final thing from the Elevator Pitch to add was the ability to spend score to improve the ship so I moved some of the ship’s variables to a scene variable. I then created an external layout to have all of the buttons to that each increased a different variable. I added events to make them each work and had the layout imported when the player killed all the asteroids. The player could then spend point to upgrade before starting the resuming the game. Final step was adding a main menu to put the player in when they start the game and to return them to when they lose.
The accompanying article exploring soccer ball physics science was first distributed in Quite a while World magazine, June 1998 pp25-27.
Contents
1 The Soccer Ball Physics2 Aerodynamics of sports balls3 Spinning Ball4 Drag versus Speed5 Roberto Carlos returned to6 Current investigation into football movement7 How To Curve A Soccer Ball8 The last whistle9 Questions about Pressure and Soccer…
I'm working on my calc notes for this week. We just got our first big assignment for Calc2 this morning. My professor spent a little too long reviewing number lines and now I feel like I've barely learned anything new. I need to work on my labs for astronomy and physics2 tomorrow but I doubt I'll be getting enough calc 2 done tonight.