Implementing core events
Moon Cheeser's game play is composed of five major events:
- Avoiding comets
- Ride stars
- Drag the star on the screen
- Gravitational battle
Apart from that the game itself has background events too, you can check the major events at Moon Cheeser wiki, but for instance, that's what is already done:
<class="text-justify">The Gravitational Battle won't be too hard to implement since it will use some already implemented functions. So... GOOD NEWS! Moon Cheeser's pre alpha will be available soon to test the game concept and major mechanics!</class="text-justify">
Well, when we are developing a game we often use placeholders in order to speed up the prototyping phase, so...I ask you to consider these placeholders as AWESOME FLAT DESIGN FULLY ANIMATED SPRITES.
Something very interesting about Moon Cheeser's game play is that you will always have something to do in the game, there is some idle moments so you can take a breath, but since the game is action oriented, don't expect too many breaks.
The above .gif doesn't represent the APM(Actions per Minute) of the game and it doesn't have the core objective of the game yet, the cheeses. But it has the core mechanics implemented (apart from gravity battles).
Thanks to Godot Engine's built-in physics I was able to implement some cool behaviors without wasting time coding them by hand. E.g.:
- Using RigidBody2D.apply_impulse(Vector2 offset, Vector2 force) I was able to make the character jumps when the Moon is tapped
- Using KinematicBody2D.move(Vector2 rel_vec) it was easy to implement the star and comet's movement and collision handling
- Using Area2D signals I was able to detect mouse events on the Moon, Comets and Stars and then state the proper behavior
That's it, this is my report for this week's devlog. I hope you enjoyed! If you want to know more about it, check the Moon Cheeser wiki. That's it, keep developing and until the next time!
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