PacKodu


Start of Gameplay

First Person Mode

Game Won

PacMan Code



Ghosts Code


Game Win and Lose Code

1. Overall I would say my PacKodu is close to the original both aesthetically and gameplay wise. Like the original, it is set in a simple dark maze with bright yellow walls, food to eat, and ghosts to run from. It is similar in that when you bump into a ghost you lose a life and the board is reset with nothing but the pellets remaining the same, I used the scoring and colour coding system to achieve this.My game contains power pellets in the form of green apples, which not only makes you invulnerable to the ghost but also bigger, faster, and glow as an indicator. Although it is different in the fact that you cannot kill the ghosts but you instead stun them, and they are knocked out for a period of time. Unlike the original, this game is not infinite as there is a way to win by collecting 600 red points.

2. In terms of any extras or my own creative ideas that I added. I went for a first-person mode, which you can toggle on and off by holding down right mouse button. I give power pellets the ability to make you bigger, faster, change colour, and glow. I also added a castle out of view to programme certain game settings like Game End/Over and Game Win. I added these features because I wanted my version to stand out and to give players an entirely new perspective to play Pac-Man. I used certain commands like change colour to yellow, as a way to create different reactions from ghosts. So when you have a power pellet and you're yellow then the ghosts will run away and won't take damage.

3. I had some difficulties initially implementing the first-person mode as whatever key I bind it too, I'm not able to get out of first-person after. Eventually, I added a second view command which made to where whenever I hover my mouse without pressing anything, the camera will follow Pac-Man, so that made my me have to hold to right mouse button, rather than click fixing the problem. I also had some problems with the lives system and ghosts, as I wanted it to where every time I touched to a ghost I would die, reset the board and lose a life until I have none. But I wanted it to not kill me when I had the power pellet, so made it to where ghosts will only kill the default white Pac-Man, while the powered up yellow Pac-Man will survive and stun the ghosts. I found I had to use a lot of colour coding in this game.

4. Mr. Chen told me that all the features are well implemented and works well, but the controls are wonky and he told me to tune them in settings. Otherwise, though it is good.

Alec Gumpad told me that my game is great, and very fleshed out, he just told me that when you collect all the power pellets, your Pac-Man becomes harder to manoeuvre due it's size.

Faizaan Hussain told me my game is pretty much perfect, but the ghost AI is bad, and that it should be harder.

I implemented their suggestions by going to an object's settings and increasing the speed, turn speed, and or acceleration. I also went and reduced the effect to which the power pellets increased your sizes, and decrease the Pac-Man's initial starting size to improve manoeuvrability.

5. My next steps and improvements for my game are just to design a more interesting and complex maze level, and to improve the ghost AI. Other than that I could try to add a proper respawn mechanic which will greatly polish my game.

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