Bob The Blob (Second Game of Game a Week Challenge)


This game was challenging for me to get done in a week.  I learned a great deal and had to scale back a lot of what my original intent was.  I wanted to implement an upgrade system that you could pick your characters attribute to upgrade and enemies that were a little more diverse in how they move and attack but it was Thursday and I was still really learning how "State Machines" work so I had to make things a lot simpler.  I wanted to make sure the fighting was right and ended up doing a lot of things I haven't really learned about.  This game a week challenge is really teaching me a lot about scope.  Things I think are small tasks end up being time consuming, sometimes because I missed something very simple, but other times because they require a lot more moving parts than I realized.  


PROS:

I really liked how the background turned out that I designed in GraphicsGale and not being very artistic I think it ended up being a strong aspect of the game.  I believe I got the experience mechanic to work pretty well and I can build on for future projects.  Even though I had to scale back a bit, the end result works well in the game.  The player gains experience from killing the "Bob Blobs" and the "Bob Blobs" gain experience just from how long they exist in the game.  As they gain experience they will change to blue with a white headband (this means their HP is between 20-39 points) and gold ( HP between 40 -50) and they max out at 50 HP.  The longer the Bob's are alive the more experience the player will get from killing them.  The player will automatically increase damage and hp as they level up.  The mechanic works and was the focus of what I was trying to do for this game so I could learn about RPG type mechanics. 

GROWS:

There are definitely a lot of grows from this project.  The biggest thing I need to get better at is collisions.  It took me forever to get the character from going into a wall or floor object after colliding with an enemy from a bump mechanic I had so I just changed it to a flash that makes him invincible and the enemies bump back which probably worked out better anyway.  The enemies will sometimes spawn inside collision objects as well and end up going through some floors or walls after the player hits them but I didn't have time to fix it in the week time frame.  Also, the random enemy spawn object doesn't quite work the way I like it but it works well enough to add difficulty to the game.  They spawn in places they shouldn't sometimes and for a developer that is frustrating.  I like the random spawn mechanic though and I have used it in both my games so far but with this project I wasn't able to tweak it much from the first as I was focused on other mechanics I was trying to get right.  


Overall I believe this project is a success because I finished a functional game and it is all my own work (except for the sound).  I learned even more this week from last week and I can only be happy for that.  I finished another project and I am better for it.  

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