Early March Update!
Less than a month to go before the contest deadline! This weekend I’m hoping to finish up the programming for the bosses. I’ve already drawn most of them, but I still need to do some fixing and touching up. The programming should go fairly smoothly since I’ve already written up outlines on their behaviors and vulnerabilities.
I’m also at a point where I have to start thinking of the scoring system as well as possible trophies. I’m hoping to have about 75 trophies for the game. Right now I have the requirements for about 40 of them set and as I test the game more, I get more ideas for more. The scoring system, however, is going to a bit more complicated than I originally thought. At first, I was thinking of making it fairly simple - the score that’s sent to Whirled is the score you achieved during a stage segment. However, some stage segments are much harder than others and the scores aren’t exactly comparable. I was thinking of setting a par score for each stage segment and then adjusting the score sent to Whirled based on that par. In addition there would be adjustments for level of difficulty and stage number - I want the latter stages to payout more.
At this point there really isn’t any hope of getting sound effects or music in the game. There just isn’t enough time before the deadline. That has always been a low-priority item, however, since I’m usually listening to music while playing games and I assume many other people are too.
Anyways, here’s a screenshot of the player with the first level boss:




























