Some code refactoring to separate FSM and reorganize assets.
Started work on particles and shells.
Got the basic code for particle, explosions, background lighting and motion blur working.
Particle creation will need some serious optimization to avoid lots of useless object allocation.
Added fountain emitter. Code crawls when there are too may particles. Thought of a different mechanic:
Accumulation bitmap for motion blur & light fx.
Main bitmap for particle drawing.
Particles are not sprites, they are just simple stuff drawn on the main bitmap (simplest case, just dots).
A ParticleManager class handles all the active particles to avoid allocation problems.
An additional sprite layer can be added on top of accum & main bitmaps to support effects like glares, etc.
Still working on new particle manager
Particle manager now working, performance much better.
Started experiments with flicker support to increase realism.
Added basic support for shell selection.
Chain links working.
Hours 7 - 12
Revised gameplay, now based loosely on the Fantavision Playstation 2 gameplay.
Some additional experiments with particle system and effects
Particle system revised into more generic code.
Added moving background
Rethinking particle appearance, less realistic more 'stylish'
Added trails.
Working on new version of explosions
Added glow.
Added background
Hours 13 - 18
Revised chain linking.
Finalized firework explosion appearance for different levels and colors.
Added steps to game stage.
Some errors on later step and game over.
Added success rate computation.
Some fixes.
Points calculation & formatting
Set game speed using time, not frame count.
Game balancing
Finalized the level panorama graphics for all the three levels.
Added next level, success screens and game end screen.
Hours 19 - 24
Revised game code to introduce mid /act sequences.
Game fully working through levels. Transition between acts now looks better.
Game slows down too much in last two acts.
Fixed speed problems, it was depending on glows apparently.
Added background music, explosion and launch sounds.
Added new sounds, applause, boo, and music looping now works correctly.
Added sound enable / disable button
Finalized Main and guide screen.
Done next level and level success screens.
Removed game finished screen.
worked on some last minute fixes.
Linked to new leaderboards.
Game now gets directly to new game after game over without passing to main screen. This was done mainly to avoid a couple bugs that showed up in the main screen after a game over.
Final Thoughts
Initial work was not on gameplay but on appearance, because in this game eye candy was
particularly important.
Lots of trial and error on visual side. Initial approach (realistic fireworks) was
totally on the wrong road. Creating more cartoonish in style was both easier and visually appealing.
Initial idea about gameplay has been changed, I didn't have to try it to to understand it was worng
so luckily I did not spend a lot of time implementing it. Being able to analyze gameplay without requiring
a fully working prototype can really save time. Something similar happened with atomz but in
that case I had to see a working version to realize it was not fun enough.
The Game screens for next level, start game, game over etc. were not as polished as I wanted to, but I was out of time.