Game Development Reference
In-Depth Information
Now all you have to do is copy this rule and change the rule conditions according
to each possible outcome of the level. So, for example, if the player somehow didn't
collect the gun or shield upgrade, the rule would read:
Attribute | game.Gun Collected | is | false
Attribute | game.Shields | = | 0
Then you will simply remove the +200 from the end of the expression. Alternatively,
you can even add points according to how much health the player has left at the end
of the level, and how many shields they have.
Now you can add in a Timer behavior to change the level, or have another label
telling the player to press the Enter key to continue. When you call the Change Scene
behavior, you will want to change the Enemies Killed and Coins Collected
attributes to zero. This way the player isn't getting free points!
Test out the game to see if everything works, and if it does, at the end of the level,
you will be brought to this screen and the game will add everything properly. Now
you can copy and paste the objective screen and tally the score before and after each
level, and adjust each objective however you like. You can even have an objective for
the player to collect a set amount of coins, and if they do, reward them with 1,000,000
points. No, don't give them that much. They have to work for upgrades.
Now, on to way finding!
 
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