Thursday 9 June 2011

Review of FlashTD

The game I am making is in its final stages of creation. By following my time schedule in Gantt chart, I have completed it stage by stage. There were many things that went right, and some things that required a bit of change to the original plan.
Originally, I have planned to use graphical images made in Photoshop as actors in my game. However, after some research on different games was completed, I have decided to use simple shapes drawn using code instead of images. This way the game itself would be easier to make and would not require me to spend hours creating separate images.
To create FlashTD I have used many different snippets of code built on top of each other to give a final result. It was much faster than creating the whole game at once.
Some design change requests have been made and approved by the client. These were just some layout and functionality changes that would make the coding easier but keep as much of the original game as possible.
There were some problems with the coding of the game itself. When i was making the enemy movement, I could not make them go left. Every time I told it go left, it would go right or just keep going straight. This has consumed a couple of hours until I figured out what the problem was.
The game still requires some tweaking to be done. That’s why it is still in its final stages. For example, I wanted the score to update each time an enemy was killed, but only managed to update it every time a level was completed. Also the money system is not developed and balanced properly. It does work, but not as I wanted it to. After level 8 you just have too much money to spend. This might be caused by the multiplier I used, which multiplies the level number by reward set for killing each enemy. I am planning to make these changes sometime in the future.
During the next week’s stage, final preparation, I will be making some user instructions to be supplied to each player.

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