So the procedure is pretty simple. An enemy can be detected, but you can’t fire upon them until you scan them down. Depending on the level of the person manning the scan station you can get details about its shielding and armor, vulnerable spots, etc… but because there is NO station, you only get its structural integrity (hp bar) and an outline of the enemy.
Clicking the buttons deals damage to the enemy as well. Wee!
So the UI, for the most part, is in. It’ll take player clicks and load up. There’s nothing programmed to it, but I’m hoping this week to get the center buttons (which control the guns) up and running as soon as I can. Combat doesn’t get implemented yet, but if I can get the buttons all hooked up in a few weeks I’ll get the basics of combat in.
So I intended on spending a couple of days working on a simple UI (think blank colored boxes) for space phase so I could code in the functionality of the UI. Welp, I went a little overboard:
I REALLY like how it looks, though it looks a bit cluttered. I’ll keep working on it. I know for sure once I start to code it in it’ll probably end up changing to work in the game.
So far this week I’ve accomplished a lot! At least I feel like I have. I implemented enemies into the game, their movement/animation, parallax layers where you just input the filepath and the game takes care of the rest, collision between the player and the enemies, as well as some temp sound.
VIDEO ONE – parallax, enemy animation
VIDEO TWO – more sound effects, enemy collision
Thats actually everything on my list for this week. Fully implemented the BASICS of the platformer phase of the game. I’m probably going to spend the rest of week going back to the space sim phase