Orbarella (MonoGame) Devlog #5 - Coding a Nightmare Meter
This update starts with the identification of a major bug which would cause the game to hang completely! Once I fixed that I went on to implement a new mechanic, the "nightmare meter", which will cause the player to lose the game if it is filled.
AI Generated Summary:
Artwork Development and Bug Fixing Initial Artwork Improvements
- The speaker begins by discussing their task of enhancing graphical effects in the game, focusing on visual feedback for successfully using a nightmare.
- While working on this, the game crashed completely, prompting an investigation into the code responsible for starting a nightmare.
Identifying and Fixing Bugs
- The issue was traced to an infinite loop caused by trying to start a nightmare when all residents were already dreaming.
- A solution was implemented to check if all buildings had been tested before attempting to start a nightmare, preventing the infinite loop.
Game Mechanics Development
- After fixing the bug, attention turned to developing mechanics that determine how players win or lose in the game.
- A new meter was designed to visually represent gameplay progress, inspired by existing graphic styles used in other elements like charge bars.
Implementing Gameplay Logic Color Interpolation for Meter Visualization
- The speaker explains using a color interpolation function from Monogame called Lurp to transition colors from green through yellow to red based on gameplay metrics.
Nightmare Points and Game Dynamics
- The concept of accumulating "nightmare points" while dreams are active is introduced; more nightmares lead to faster meter filling.
- Players must survive for a set time while managing these points; if the meter fills up, it results in game over.
Adjustments and Future Tasks
- Considerations are made regarding scaling sprites and adjusting gameplay numbers for balance; this includes determining spawn rates and dream durations.
Finalizing Code Implementation Coincidental Design Elements
- The implementation of 24 ticks in the nightmare meter coincidentally matches the number of residents in that level, which was unplanned but beneficial.
Incremental Counting Mechanism
- The current code counts increments based on resident activity; adjustments were made so that each dreaming resident contributes two ticks towards filling the meter.
Game Development Mechanics and Progression Implementing Game Logic
- The developer discusses setting a maximum number of ticks to prevent the game from exceeding limits, indicating an adjustment in the game's mechanics.
- A mistake is identified where "mean" was used instead of "max," highlighting the challenges faced when coding under pressure.
- The game introduces a mechanic where reaching a certain threshold results in a game over, emphasizing the importance of managing resources effectively.
Scoring and Difficulty Adjustment
- Players can only fire new projectiles after previous ones leave the screen, adding strategic depth to gameplay and affecting scoring based on player actions.
- The developer plans to scale difficulty by adjusting point values for different levels, ensuring that as players progress, they face increasing challenges.
Game States and User Experience
- Discussion about implementing various game states such as title screens and loss conditions reflects on enhancing user experience through clear feedback mechanisms.
- A simple play state is established where losing occurs if the nightmare meter fills up completely, marking significant progress in game development.
Finalizing Gameplay Features
- The update mechanism freezes gameplay upon losing, which simplifies code management but also indicates areas for future improvement regarding player engagement post-loss.
- The current state allows players to lose but not win yet; this highlights ongoing development needs for creating a more complete gaming experience.
Future Enhancements
- Plans are mentioned for polishing the game with sound effects and animations, suggesting an intention to enhance overall presentation and player immersion.
Get Orbarella - The Dream Soother
Orbarella - The Dream Soother
Simple game coded in C# using the MonoGame framework
Status | In development |
Author | Rheyan |
Genre | Action |
Tags | 2D, monogame, Open Source, Simple, sourcecode |
More posts
- Orbarella (MonoGame) Devlog #8 - 1.0 (Final?) Release11 days ago
- Orbarella (MonoGame) Devlog #7 - New HUD & Multiple Levels14 days ago
- Bug Fixes, 3 Playable Levels & Polish15 days ago
- Orbarella (MonoGame) Devlog #6 - Bringing the game to life18 days ago
- Orbarella (MonoGame) Devlog #4 - First playable version22 days ago
- Orbarella (MonoGame) Devlog #3 - Artwork & Level Design24 days ago
- Orbarella (MonoGame) Devlog #2 - Game math & JSON data26 days ago
- 2nd MonoGame Project Devlog #1 - Concept & Early Artwork28 days ago
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