One problem need to solve is how objects are thrown. Since I want to use a mouse to aim rather than throwing in the players direction I need to learn how to get the position of the mouse. This is my basic plan of action:
1. Get both the positions of the player and the mouse when clicked (let's say these coordinates are playerX, playerY, clickX and clickY.
2. Find the distance between the player and the cursor:
clickX - playerX = x (adjacent)
clickY - playerY = y (opposite)
distance between player and cursor = z (hypotenuse)
z = √(x^2 + y^2)
Now that we have the distance, we can find the angle between the player and the cursor.
3. Getting the Angle:
Use SohCahToa:
Ø = Cos(x/z)
4. Instantiate the object at player, apply force at angle Ø.
Now this may not be the most concise way to solve this problem, but I can always come back to these problems after I've finished and figure out ways in making them simpler.
Tuesday, 24 March 2015
Problems
Before I go any further, I want to take the time out and write up any problems that I can think of for now as a way to break down the game into small, solvable problems:
1. Assigning items to the player.
2. Choosing between the items when it comes to interactions.
3. Differentiating between moving an object and just interacting with it.
4. Saving the positions and states of the objects between the planning and action stage.
5. How to slide, and is it necessary?
6. How to get it so that tables can be jumped on, but can still be walked past.
7. Grabbing ledges.
8. What will the HUD have, and does this game even need one?
Sunday, 22 March 2015
Day One
So I started off with the player sprite. I am no artist so for now I will use a minimalist approach to my game. I added a basic movement script (left/right) and later I will change the variables of speed so it feels right.
Added an object to start working out how the positioning aspect will work. The furniture should not be able to be moved unless interacted with, and should be passed through. They should also be able to be jumped onto. Again, I am using vector images from the internet until I can create my own assets for the game.
So far I have made it so that when the player is over the object and pressing 'E', the object will move along with the player.
I added another type of table, this one is for storing items. For now I have just entered a simple count code which tells the player when to plant.
Added an object to start working out how the positioning aspect will work. The furniture should not be able to be moved unless interacted with, and should be passed through. They should also be able to be jumped onto. Again, I am using vector images from the internet until I can create my own assets for the game.
So far I have made it so that when the player is over the object and pressing 'E', the object will move along with the player.
I added another type of table, this one is for storing items. For now I have just entered a simple count code which tells the player when to plant.
Game Mechanics
There will be two sections to this game: The Planning stage and the Action stage.
The Planning stage will be more strategical and involve:
Moving furniture
Planting items
Practicing
The Action stage will be more like a platformer:
Running
Jumping
Sliding
Throwing Items
The Planning stage will be more strategical and involve:
Moving furniture
Planting items
Practicing
The Action stage will be more like a platformer:
Running
Jumping
Sliding
Throwing Items
Introductions
Philip Newsham - 1st Year Student at London South Bank University.
Game Concept - The Set Up: A Game About Foresight
Single Player - 2D Strategy/Platformer
You are Detective Daniels, and it's your role to obtain information from the many crooks and villains residing in London. To get the information you go into meetings with these unsavory people, unarmed and without protection with the knowledge that they're going to catch onto the fact that you're working with the police. So how do you get out? You plan the day before. Acting as an unassuming worker you position furniture, plant tools and practice the run you've planned out. All in preparation for the big day.
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