This week I was introduced to Phaser which is a javascript framework. this is the framework I will be making a game in which will be tested and a report written by the 25th of November. Alongside learning the basics of the phaser framework I also worked on the planning for the game and what I aim to create.
Phaser Framework
For the phaser framework, I was given a phaser demo that I changed small things to get the hang of the framework. I added sprinting so you can get around the level easier and I was seeing how the platforms are placed and how to change them using ‘.setScale’. I tried to implement a double jump but didn’t work and would just allow the character to float up. I also spent time changing the screen size and how the stars spawned across them. This was very helpful because when I get into making my game I now know the basics and how to get started.

The game started like this where you would need to collect the stars and each time the stars are collected new ones spawn with a bomb. When I changed it I didn’t change much I mostly focused on movement mechanics.

I made the game wider and added some extra stars for the player to collect. 2 of the things I added that are not visual were a sprint feature and a feature to fall faster. I also messed around with different values and see what changed about the game like the bounce of the stars, how many stars would spawn, player velocity and more.
if (cursors.left.isDown && cursors.down.isDown && player.body.touching.down)
{
player.setVelocityX(-300)
}
else if (cursors.right.isDown && cursors.down.isDown && player.body.touching.down)
{
player.setVelocityX(300);
}
The code above is the code being used to sprint which was simple to code because it is just a change in velocity. I tried to add a sprint counter so every second you are sprinting it goes down until you need to recharge but it just continued to deplete instantly so I decided to move on to the planning for my game.
Planning
For the planning of my game, I created a mind map for the ideation and a Trello board for time management and to keep a visual checklist of what needs to be done, what has been done, things I’m stuck on and a couple of others. when planning I kept in mind the 4 requirements I need to meet to fit the brief. 4 things the game must have, based on the brief, are player instructions, collectables, win conditions, and enemies. these are the 4 things I focused on when thinking of ideas for the game

This is the mindmap I created for the ideation of my game. after creating the mind map I chose to go with a side-scroller game where you have to collect all items whilst having enemies follow you. the mechanics I chose are a double jump, dash and a projectile. this means I have fit 3 of the 4 requirements of the brief but adding player controls will come at the end.
I was thinking of games I can take inspiration from that have mechanics similar to mine and one that came to mind was Celeste but specifically the dash in Celeste.

I then continued to move on to creating a Trello board which will help me alongside the development of my game prototype.

I made this Trello board so it is easy for me to drag and drop what I have done so it is there as a visual representation for me to come back to when I’m not sure what needs to be done.