Thursday, February 26, 2015

Final touches before the demo- GUIs and testing..

     As the demo session is approaching very quickly I decide to work a little bit on the GUI design and implementation. As this is the first prototype I am still using placeholder arts for those and default fonts. I also didn't manage to research more about buttons in Phaser as when I tried to implement those, it just didn't work.. As I wanted a quick solution for that I decided to implement mouse click and keyboard keys to enable that functionality. I have also tested tutorial levels many times to ensure everything works correctly and except for some minor bugs it seems to work fine, but I'm sure it will be still easy to break it tomorrow! :) 

     I have also started implementing basic inventory bar to show the player what diamond was collected last-it will later be updated so that if player uses a diamond to solve the puzzle it will disappear from the inventory. I realise it is still quite buggy and therefore it is only visible when player's position on the map is high enough. I will have to figure out how to make its position fixed so whenever the camera is following player the bar stays at the top of the screen and is visible all the time.

     There are a lot of features I still need to implement and one of those is enabling player to drop the diamonds so that the level doesn't have to be restarted when player locks himself out. As well as this whenever diamonds where merged when player wants to drop the diamond they will drop the merged diamond not the two diamonds collected originally.

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