Development, Gamemaker, Joseph Coupland

Enemy Health

After our first play test we found the game was fun however there wasn’t any challenge the game was to easy, this was because the enemies only took one spit to kill them, because we felt the game shouldn’t be too easy we decided to make the enemies take a few shots to be defeated, because of this I created a script to make sure they required 4 instead of the 1.

I also decided to add health to the enemies because the tower defences games I researched into all had enemies that required more than one attack to be killed, such as in Plants vs Zombies I found that because zombies required more than shot to be killed made the game more interesting and fun to play rather than everything only requiring one hit to be defeated; because of this I felt like it would be a good idea to have this feature in our game because its expected from tower defence games and also makes them more interesting as shown by my research.

Later in the games development we may add a verity of enemies with a range of health that visually look different, from my research into tower defence games they use different sprites to represent different amounts of health such as in the game bloons the red enemies required one attack while blues required 2 this could be a feature we add to our game to make it more interesting as my research shows this would be effective as it makes the game less repetitive.

Here is the end result.

enemy health

Development, Gamemaker, Joseph Coupland

Screen Shake

During one of our play test sessions we noticed from watching players play the game that they didn’t notice when the base was taking damage, because of this I thought it might be a good idea to create some easy visual ways of knowing that the base has taken damage instead of simply noticing when an enemy had reached the base, one of the methods we used to stop this from being a problem was to make the screen shake a little after it takes some damage; this was very popular with player feed back.

My research also showed that tower defence games such as age of war show visual effects such as the base’s health, because of this our screen shaking won’t be out of place; too improve on this and make it closer to what my research found we could add a bar or some images so the player can visually see the difference in the base’s health so they know when they’re close to death as this would work well in the game as suggested by my research.

To find out how to do this I watched an online tutorial and made any changes so the scripts would work in our game such as changing the events so when the enemy hits the base that’s the event that creates the shake. Below is the shake feature I added into the game and the online tutorial I followed to create the effect.

screen shake Ingame working screen shake

Gamemaker, Samuel Coupland

Our Plans For The Future

We plan to implement in the future to our game the following; evolution, as the stages progress you change shape, eg Tadpole>Froglet>Frog while the enemies progress eg, Newt>Snake>Bird.

We plan to implement a working shop to upgrade the player and the base, with the upgrades you could make a stronger spit that does more damange to the enemy.

We plan to create more levels with progressing difficulty and changing environments.

We plan to create a working menu to menouver around.

We plan to add a tutorial page.

We plan to add a pause menu.

Also we plan on adding audio to where audio is needed.