Tap 'n' Dash
Phase 2
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The SFX of the ball charging up on a correct click is now set up with the placeholder flames particle effect to show the player the ball is charging up. When they click on the red 'incorrect click' box, i have implemented the smoke particle effect.
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The total distance the player has traveled is now shown at the Game Over screen.
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Once the player stops moving on a path segment, this triggers the Game Over screen.
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Pushing/blocking obstacles have now been implemented to increase difficulty.
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The Force build indicator has now been removed from the screen (Widget) and is now an in-game object. I decided this becuase it is only needed at the beginning of the game.
For the next phase I want to work on the way the player is lanched from the ledge. When the ball hits the incline the ball bounces, this removes some of the gained speed the player has built. I would like to add more obstacles to the path to benefit or hinder the player's overall score. I shall also be implementing floating obstacles so the ball can interact with them mid-flight.
I will be considering potential themes and concepts for the prototype game to make it more appealing to the player.
Phase 1
I have challenged myself to create a prototype Hyper-casual phone game as a solo mini-game jam.
The objectve of the phone game is to travel as far as possible by tapping the 'Click' button until the timer runs out, whilst avoiding the red 'Don't Click' button. The simple tap action will test the player's reflex capabilities as the clicks have been implemented as a randomised sequence.
Here is a list of what I have implemented so far as Phase 1:
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Force build up on Button Click: The more the player clicks the button, the more the force is built up and released after a set timer.
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Negative Force: if the player clicks the button at the wrong moment ('Don't click') the player will reduce the force, which reduce the distance the ball will travel, and the player's overall score
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Procedurally Generated path: The path is generated while the player is moving across the track. Also random objects will also appear to either hinder or help the player gain momentum.
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Distance Tracker: The player is shown how far they have travelled overall.
Phase 2
I will be implementing the following mechanics:
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Introducing more obstacles to either help or hinder the player's score. Examples include: Breakable walls, platforms, slippery surfaces to name a few.
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A high score appears at the end and is remembered and stored to add a competitive element to gameplay (replayability).
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Adding SFX such as the ball building momentum before it is released, to give player more visual feedback.