Game Progress Update #17

Update #17

Hello world! Welcome to the seventeenth Dev with Dave Game Progress Update!

I’ve managed to finish both of the remaining boosts! Now both the Second Chance and the Missile Jammer boosts will work, once the player has unlocked the boost and purchased one.

I’ve also managed to add several new bugs to the Known bugs/Issues list on the Trello board, which is less cool tbh, but better to find them now and fix them in the next revision.

Second Chance boost

The second chance boost causes the player to recover from an impact which would otherwise have killed them. It also provides a few seconds of shield to ensure the player manages to get out of harms way.

This was implemented by adding a few lines of code into the player collision function, which simply checked to see if the player had a Second chance in their inventory, then decreases the inventory count, checks the chances of it working (It starts off a 20%, and increases as the player upgrades the boost), and if successful it simply starts a shield for a few seconds and carries of with the game.

I had to refactor the code which started the particle explosion. I turned it into a function so I could call it from a couple of places where it was necessary, but not when the second chance was in use.

I think the Second chance boost needs some more visual (and audio) feedback. I’d like to see maybe a simple line of text and maybe an angel wings animation appear and disappear on screen.

Missile Jammer boost

The first thing I did, was plan out exactly how the missile jammer was going to work. Since it was another lovely day I decided to sit outside with a pen and paper (my absolute favourite medium for planning/sketching ideas) and think about exactly how this boost would work.

I added a check at the start of the game to see if the player has any missile jammers in their inventory. If they have then reduce the inventory by one and set the missile jammer isActive flag to true. I’ve done this so the Jammer works for the whole game, rather than needing a new one each missile zone.

Next, I added some code to the spawn zone function which when a missile zone is being spawned, it adds the missile sprite IDs to an array. When the zone has finished spawning, the function quickly cycles through this array and using a similar chance check as the Second Chance boost, it determines whether or not to move the missile.

Initially I thought that I could simply change the depth of the missile sprite so it appeared behind the sky background image, but this didn’t work. Instead I simply moved the jammed missiles offscreen on the y axis.

I imagine this boost would play a sound effect similar to a radio being tuned in when a jammed missile appears on screen (or when it passes the boundary which starts it moving?)


I’ve also managed to build up a somewhat large list of bugs. These have all been recorded in the Flappy-vaders Trello board ready for when I’ve finished adding all the basics, and am ready to start polishing and fixing bugs.

I don’t think any of them are particularly game breaking so I am ok with just leaving them as they are while I work on adding the rest of the systems for the game.

Next time

Quite a lot of the remaining things in the “Things to do” list seem to be relating to the User Interface, things like the options screen, pause menu, about screen etc. The rest are mostly relating to monetisation and the sound effects.

I think for the next update I will try and get the UI pages complete and working, which perhaps won’t make for an exciting video next fortnight, but it’s an important part of the game which needs doing.

In the mean time, don’t forget to like, follow and subscribe to Dev with Dave on social media to keep up to date with the project, and I’ll see you in two weeks for another Game Program Update 🙂