In Depth Blog Post 6

How will I present my In-Depth?

For the past few months I have been hard at work developing a game that I will have open on my laptop for people to play on In-depth night.  This game will have all of the game mechanics that I have been learned, and will feature extra content, like more enemy variety, a larger player arsenal, and more objective to change up the gameplay a bit. Ensure you temper your expectations, because it is possible I will not be able to add everything I originally promised. Examples are, a great multitude of different enemies, differing AI, , skill trees, world generation, etc. To learn and implement all these, with their complexity and my complete inexperience, is unfeasible. The game will still be there, and will hopefully be at least a little bit fun, and it will still feature a number of the originally planned mechanics. The audience will be able to play the game, all the while, I will explain the game mechanics, and give insight on the process in which the game was created.

 

Progress Report:

In the past week, I have added a spawning system, where they spawn in waves, where after set intervals, holes in the map’s border walls spit out hordes of enemies for the player to fight. This makes it so the game can be played indefinitely without the player having to restart the program to play again. Each enemy spawned is instantiated with a force pointing in a random direction within a certain field that ensures that it ejects them into the arena, not away from it.