I'm working on an endless wave-based arkanoid/space invaders style hybrid. Bricks spawn above the screen and move down line by line. You must destroy all bricks before they hit the bottom of the screen. There will be multiple types of bricks and random power-up spawns. Currently I am just using a simple Log function that takes in the current wave as a parameter. This works to increase the number of bricks spawned each wave, but I want to find a way to make this much more complicated. Here is a list of everything that should be effected by the increase in difficulty:
1. Number of bricks
2. Types of bricks (1 hit bricks, 2 hit bricks, 3 hit bricks, etc.)
3. Speed that the bricks move down the screen
4. How often power-ups spawn
The biggest problem here is that I can't just increase all of these with each new wave. If I did that, it would quickly become far to difficult. What I would like is an algorithm that gives some amount of variance in the increase between all 4 of these. Say one wave we put 60% of the increase to number of bricks, 20% increase to power-up spawns, 10% to types of bricks and 10% to speed of bricks. But on the next wave those percentages are all moved around and we now have say 105% to work with so the overall difficulty has increased as well. The different types of bricks need to also change to the point where if someone has made it to a certain wave, such as wave 50 for example, there are no longer any 1 hit bricks. We now would have just 2-4 hit bricks, and if they are crazy good and make it all the way to round 100, Now it's just 3-5 hit bricks, etc.
If anybody has any good ideas or suggestions on this, I'd appreciate anything you've got! Thanks!
I'm using construct 2 physics I have a working bike with everything setup and I'm able to do frontflip and backflip by adding angular velocity to the bike
I want to increase score/ add points and display the "backflip / frontflip" text when the bike does it.
so please help me I want to know the logic and how it's done.
p.s. example about construct 2 is not necessary, just explain me how other games do it or anything else you have to share
You have 12 hours to search for supplies, transportation or you can continue your journey.
But as soon as night falls, you must find shelter, turn it into a fortress to stand against the hordes of monsters.
Equip soldiers, use bonuses and do not forget to follow the energy level of your fighters.
In battle be useful to your transport, it would be nice to find a tank.
Every day the number of monsters to get more, they mutate into stronger and more dangerous forms.
Name: Dodging Dots
Come up with your own strategy. Collect myriads of dots and maneuver from the coming blocks. Beware! There gonna be lots of them!
The minimalistic world will captivate you for a long time. Try out!
Use upgrades to improve your game experience 🎮 Increase the velocity 🏄 of the dots to avoid the avalanche of blocks. Or you can increase the number of falling boosters to break 💥 through it, the choice is yours! Nice color shades that change throughout the game Ongoing game. Original soundtrack 🎧 Integration with Google Play Games Compete with other players 🏆 18 achievements to warm up your interest 🔥 Simple control, play with one finger Google Play: https://play.google.com/store/apps/details?id=com.groovin.blocks.delicate.survive.gameplay
Feel free to leave comments. We really interested in improving this product and appreciate your support.
Make a single player Pong, with a twist.
The game must have: Start screen Key to return to the start screen Score system AI Player Graphics at least for the UI and players Sound effects for ball and paddle and when a player scores A unique gameplay element that makes your Pong game stand out from others The actual gameplay must happen on a single screen (no camera translation) Art Requirements
The game must be 2D The art must be your own Duration
4 weeks - November 1, 2017 to November 30, 2017
Post on this thread your entries:
Link to the executable (specifying the platform) Screenshots: if the screenshots are too big, post just a few, if they are small, you can post more, just don't take the entire space A small post-mortem in a GameDev.net Blog, with a link posted in this thread, is encouraged, where you can share what went right, what went wrong, or just share a nifty trick Source-code link is encouraged