Remaining features
Space Journey Breakout » Devlog
- Rework Instructions page
- Rework Settings page
- Add Audio
- Add Volume control in Settings
- Add Input method control in Settings
- Prevent horizontal ball loop
- Add level Backgrounds
Files
SJB0.7.zip 7.2 MB
Jan 13, 2020
Space Journey Breakout
Travel through space by destroying everything in your path!
Comments
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The idea of the combo is that the higher the combo, the hotter the ball gets. Instead of power use count, there will be a gauge of energy that charges whenever the ball enters into contact will the paddle. The energy collected is proportional to the combo count at that moment. Each power requires an amount of energy to activate. You won't be restricted by using only one power. Still working on how to obtain them before using them with energy though. For the sake of my sanity, you wouldn't be able to use two powers at the time (or maybe yes, let's cross the bridge when we get there).
Maybe. have a different paddle sprite for each possible powerup currently in use. player can circle through them and that's how them choose which power to activate. of course they still need enough energy to do so. also, switching between powers while one is active is a no go.
I'm thinking of implementing:
void update()
{use loop to check if any powerNameOn == true => powerOn ==true;}
the 12 power ups: