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Chapter 2 - Project Gumball Part 2 - 26/09/23

Writer's picture: Kristian HammondKristian Hammond

Welcome back to new blog. Today I have worked on the project a lot since the last blog. Whilist I still haven't impleant the goal in the project, I was able to have the player to switch between weapons.


When starting the game, the player be holding the pistol which will shoot pink gumballs. If the player press the key button 2, then the player will switch to be holding the rifle and will shoot out smaller but faster blue gumballs and if the player press the key button 3, the player will shot out larger but slower purple gumballs.


During the gameplay, I want each of the gumballs to deal different amount of damage to the enemies like the blue gumballs will be the weakest but the purple gumballs will be the strongest.


Also I did the overhaul of the UIs including having a green HP bar and a blue Dash bar. At the start of the game, the playerd dash bar will be full and if the player uses the dash/dodge mechanic, the dash bar will go down but will increase the bar by time back to full amount. And I have display the amount of ammo that each of the has.


At the start of the game, each of the weapons will be at max ammo that they could hold and if like let say Pistol has reach its ammo down to 0, the player won't be about to use it. However, they are some refiller around in the scene that can able to recharge the weapon back to its maxmium amount of ammo for each weapon.


And finally, when the gumballs has been shoot out, it can last for 6 seconds and once the 6 seconds is up the gumballs when destory itself with a cool gummy, bubbly after effect.



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