It’s been a packed week so far with everything I’ve had to take in, process and carry out.
Project wise, its due on the 25th of November, containing the code for a working game/level and a write up report alongside all the fundamental tasks done previously. Overall, not the worst thing in the world but also not the easiest when you’re technically a week behind everyone else and having to catch up on learning a whole new library and also attempt to create a style of game you’ve had no practice in. Luckily, I already know basic JavaScript so I will be able to get going no matter what even if I underutilise the library.
Workflow wise, everything to begin with completely fell in on itself. Before we moved onto the project, I did already have a game idea in mind that I wanted to create for someone in particular but due to certain circumstances I decided to change that at probably the worst time. The fact I was ill for a week meant I had very little time to outline and plan in detail what I actually wanted to create this time. I quickly outlined my game to be a 2D side scroller, rage game.
For the first day on it, I was very much spending my time building a solid foundation for the game and trying to get the main elements sorted as sturdy and quickly as possible. In this case, it was the map. Once, I added some simple platforms and keybinds for player movement, I then realised my biggest issue was the fact I needed to develop a map that could be scrolled across, so I had to research over tilemaps. Luckily for me, Phaser actually has in-built tilemap integrating software which made designing a map so much easier. After I implemented the level, I then attached the camera to the player by linking it to the player’s X coordinate. This overall took me a week to do and definitely hit a few snags along the way when it came to level collision and some of the pre-set functions in Phaser that I didn’t even realise were there which could have saved me a lot more time if I had understood the API and researched the library a bit better.
I think complete scope of the game will have to be shortened down currently because as far as I can tell, there wont be enough time to develop the fundamental mechanics and the mechanics that would make the game interesting. It is a prototype at the end of the day and should just be playable for the time being with further development to be carried if I had the time like the 2D for honor style blocking system and some form of boss at the end as a win condition, but we will review that in week 5 whether I had time to complete it.