8. Avoid Hit FX and Debug Functions

So, what’s new this week?

I spent some time building debug functions. I created a Target Estimator, accurately estimating the number of targets required, when changing stage data. Another function, Shows or Hides Helper Objects.

Also added some code refinement, regarding my randomly generated array functions, ensuring that code has an exit condition, to prevent stability issues if the rare occasion of a loop occurs. While there, I did some more bug-fixing, related to initialisation of arrays.

Next, was some paper-design, thinking about the construction of stages, and how I will increase replayability, and potentially extend game-play in the future.

With Avoid targets implemented last week, it was also time to add some additional effects to the avoid targets, such as adding a blast visual effect and kaboom sound effect, plus a camera shake and screen damage effect. The plan was to display the effect, long enough to obscure the ability to ‘easily’ hit the next target. While it is fun to hit the avoid targets, it is better to avoid them, while attempting to get the best score. Looking pretty good for simple designer objects.

Avoid Hit FX

Today, I have already started on the last big coding milestone, when I begin to design and implement the Boss stage.

Looking forward, when this the code challenges are complete, I will be able to commit some time to other disciplines, exploring level design for each of the stages, and some Concept Art, to nail down the look and feel of the game. Having a blast 😉