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I'm nearing completion on the Lunar Lander Clone I've been working on, so I thought I'd show the inner workings of some of the game's elements.


 

Pictured Below: How most of the movement in my game works.


 

Pictured Below: Here's how the camera in my game works. There's a collision sprite that is normally invisible that follows the player squid sprite. When the collision sprite overlaps with certain objects, various layers will be zoomed in on.



 

Pictured Below: How my game handles the player squid landing on the point platforms.



 
 
 

This is a "secret" platform in the 3rd Level/Round of the game. It will rise up from the swarm of eels and can be landed on, if you're careful. This platform will give the highest bonus when landed on but will not appear if the player has crashed 3 or more times up to that point.


As you can hopefully tell by looking at it, I had a lot of fun designing this guy.


 
 
 

As the game progresses, the levels will take place further down into the ocean. This is currently the last level before the player gets taken back to level 1 with their score still intact (making the game flow like a lot of old arcade games). The platforms get harder to land on and this level takes it to the logical conclusion of having the platforms themselves move.


 
 
 
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