Task 4: Prototype




In my prototype I decided to make six Project layouts. The first one being Menu, Second is Levels in the game, thirdly is the game over layout. Next is "Game over" This layout is presented when the player is killed. The main Layout is the fourth layout and this is the "Game" Layout where i designed my game. I then have the 'well done/Level 2' layout which is the layout that is presented once level 1 is completed. The 'event' Layout is the Layout where I basically did all my programming.  






In my first layout "Menu" I decided to make it pretty basic. I added a button called 'Level's" when clicked it goes to the "Level Layout." I also decided to keep this layout's background quite simple with 'Paco the penguin' as the title and an simple picture on the right. 



Once the 'level' button is clicked it takes you to the Level Layout. On the level Layout their is 9 levels which is basically an Sprite coloured in as a white box, With the number placed on top of the box. On 8 Of the numbers their is lock pads which means that the level is locked and unable to play until the previous levels are completed. 
Level 1 is unlocked and to play the user simply has to click on the 'play' button which then will open up the 'game' Layout. On the bottom left hand side of the layout screen their is a button 'named' Menu which sends the player back to the main screen. 
On every button clicked the sound "RDW sliding" Audio is played. This audio was originally made for an sliding action however i preferred it being used as a button clicking noise instead.


The game layout is where I put the most detail in my project. In this layout this is where I create all of my aspects and features in my game. After I had all my characters and layout of the game where i want. I then went into the even section and added the conditions/events on each sprite. 

Part one:

I created an Sprite as my player and gave it the platform behaviour, adjusting the preferences on the left hand side.  I also created the 'seal' enemy and gave it an turret behaviour. In part one the player can jump and collect the coin and is introduced to its first enemy 'seal'
To kill the enemy the player has to jump on top of the seal. In the first part of the game I wanted to make sure their was snow and that the health bar/score is visible at all times in the game.
Here are my event sheets showing how I achieved this;


 In events I basically put that when the player is on collusion with the coin that it then has to disappear (destroy) and add 20 points to the score while playing the audio "RDW coin best2"


For the enemy I said that the enemy's bullets has to spawn every 1.0 seconds and that the enemy has to be angled at the player which will help the aim of the bullet be more precised. I then put in events that if the bullets is on collusion with the player it then has to subtract 10 from the players health and play the audio "RDW Player hurt".
To make the player kill the enemy I simply put that once the player is on collusion with the enemy (Player is jumping on the enemy) That the enemy will be destroyed and the player will bounce back of the enemy's head. I did this by putting the players platform vector Y-500 every time it jumps on an enemy's head. 

Part two:

In part two the player is introduced to a slope, A fish which restores the players health and falling spikes which would subtract 30 from the players health. On the right of the spikes is another seal enemy. And on the far right there is three break able box's Which will surprise the player with either an fish, coin or just an blank box.





When the player is on collision with the fish it means that it is going to add 60 to health which then i want the fish to disappear (destroy) Once collected. 




For the normal Box I made an white sprite and put it as an solid. I then made an event that when the player is on collusion with the box that it would destroy. Once destroyed the audio "RDW jumping on enemy" Is played. For the fish and coin box, it is basically the same but before the box is destroyed I put in an extra condition telling the box to spawn an object that I want it to do. For example for CoinboxC I put in an condition in saying that I want it to spawn an coin  before the box is destroyed. 

Part Three
In part three I introduced an new character which is an polar bear. I also added three new features to the game.
The first feature you see is an Black line which basically kills the player as soon as it interacts with it. So if the player falls of the platform it is then instantly killed. I also added an platform with an sine behaviour. The Third feature I added was an Bonus coin, This is basically the same as an normal coin however it gives the player more points than an normal coin originally does. 


An sine behaviour is where the platform moves. You can change the movement to how you want it for example vertical or horizontal. For this particular platform I decided to make it an vertical platform making it more easier for the player to jump and collect the 'bonus' coin. 


I named the black line Die. In the events I put when the player is on collusion with die that the player is destroyed and it goes to the game over layout which then the audio "Game over-edit" Is played.

Game over Layout
On the game over layout the player has no option but to go back to the menu. Meaning they have to restart the level. 



Part four
Part five is quite simple it includes coins, Bonus coins, Sine platforms, Black Die line but an new feature is an 'fake platform' If the player goes to jump on the platform they simply just fall through it. This is created by creating an sprite without an 'solid' behaviour.

Part five
Part five is a lot more complex than part four. In part five their is an new enemy introduced. I like to call these enemy's "Cannons." Because they sit on an wall and shoot at the player with 'snow balls' taking 10 away from the health each time the snow ball is collided
with the player. Another feature I added was an 'break able' Door. When the player walks into the break able door the door will destroy it self, allowing the player to get past the 'door'. 
 In part five there is two sections, On the left hand section there is the cannons and you have the choice either to escape through the bottom door to go through onto part 6 or go to the right door and collect bonus coins, Fish and an the penguin eggs. The penguin eggs are quite rare to find but are also Extremely important to find as it is gives the player 1000 Score points just for collecting the egg's.
To stop the snow balls from the cannon from hitting the player once it leaves part five, I created an invisible sprite called Cblock. I then went into the events and told it that if the snowballs/Bullets over lap with the Cblock that it needs to destroy the bullets. This basically means that the Cblock stops the snowballs/Bullets from leaving the room. 

Part six
In part 6 the player is introduced to an maze like layout. In this layout there is allot of 'spikes' which if the layer lands/jumps on. They will die instantly. This part of the game was fairly simple to make as most of the features in this part has been used in the previous parts. Just in this case the feature is more difficult to past. On the right hand side of this part there are platforms layout in an 'zig zag' way. The player has to double jump on these layers to go through the 'jump thru' sprite at the top of the part. The jump thru behaviours allows the player to jump through it however the player can not fall back through the platform. 

Part seven
Part seven is very simple and basic. There are coins/bonus, box's, polar bean and eggs. So it isn't an challenging room. In the middle of the room there is an hole leading to part 8 which you have to jump over to get to the bear etc.


part 8


Part 8 is an long 'Tube' surrounded by spikes that if the player touches they will instantly die and will have to restart the level. In this tube there is 3 coins. Once at the bottom of the tube the player is on part 9 of the game. 






Part seven
In part seven there are two enemy's the polar bear and the seal. There is a few coins and fish's. This part isn't particular hard it is mostly made of sine platforms. Each moving differently for example one platform might be moving vertically and the next might be moving horizontal. The player has to make its way up to the top of this part to get to part 9 which is the final part for level 1. 








Part eight
In part eight you have to walk into the break able door which will then destroy allowing you to enter the room. In this room there is two coins, One bonus coins, eggs and an horizontal moving sine platform which will move to the right. Allowing the player to double jump and collect the eggs. 







Part Nine

Part 9 is the final part of level 1. To complete this part you have to go to the igloo which will then send you to the 'well done layout' 

When the player first enters this round their are steps leading up to an platform which has the horizontal sine behaviour. On the platform there is an bonus coin and a fish, the fish is a must need in this round. Because the cannons at the top shoot out a lot of bullets and basically the only way to complete this round is good health and fast speed. 
Again I have placed 'Cblocker' Around this part so the player isn't getting shot at of the canons while completing different parts of the game. 






Finishing/'welldone' Layout

Once the player is on collusion with the igloo they will get sent to the layout 'welldone. This means that they have completed level 1 and have unlocked level 2.













In conclusion i have changed quite a lot from when i was generating my ideas for example i changed out the map layout and I put less enemy's in than i attended to. However I did keep the story line the same and I also kept the main characters within my game. 



Here is my games game play; 


Here is a list of my event sheet;