Tuesday, March 01, 2016

Enemies

Reorg day!  The best, right? This one looks like it will be "directionally correct" in that I go from several business units to just one (but one with multiple people) all pointing at similar functionality even though it's in multiple products.  One of my rules has always been that if you can minimize business units, you're better off.  Gives your life a focus you don't get with half a dozen of them competing for your priorities and you ending up feeling like you're not making anyone feel special (or happy).

But on to a bit of code.  Although, as I think I've said before, I'm not sure this counts as anything other than configuration coding as long as I'm generally following video instructions.  But fun.  I got the enemies running with tilt and shooting, so altogether, it actually looks like a real game.

One of the things I noticed is that my bolts weren't deinstantiating even though I'd set it up.  Eventually I realized that it had to do with turning off the GameController which was the object controlling destruction of the bolts after a while.  It's just a checkbox, but it makes a big difference.  It also controls whether the enemy ships can actually destroy your player ship, so it's pretty obvious when you've temporarily disabled it.


Here's the video of the full game in action.  I upgraded to a record with sound so you can appreciate the music and the explosions.

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