Quote:
Originally Posted by TH0MAS
Thanks for the feedback Gordio (and for one of the two sales from yesterday,  ). I'm not sure how I would implement that though as part of the gameplay is to try and finish the level before too many monsters make it under the bed. If I limited the monsters to only what you need to kill, then near the end of each level you'd only have a few monsters on the screen which is anti-climactic to the frenzied end of levels once you start getting up there and have to let some get through in order to shoot others.
I may mull it over some more but at the moment I think it would take away from the game unless I can think of some way to implement it that keeps the game fun.
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I take it your levels end after a certain time. Say "level length" is the time before you move to the next level. Instead of saying "if time > level length, level ends" do more like "if (time > level length AND # of monsters = 0), level ends"
Also whatever functions you use to generate monsters at the top, make it only occur "while time < level length".
The current way, the final wave of enemies are not a threat because the level ends before they even get to me.
G'luck with the next app! NOt sure if the book covers OSX, but my first app I plan is making an kitchen timer for Mac OSX. The app store literlly has none and if I make it, I'll have 100% market share ; )