Arrow Keys- move x- shake space bar- vacuum
Much thanks to superguidegames and other people (Shown in end credits) for making the assets and stuff of the original game. Changes: -Added a better vacuum upgrade. -Changed and rewrote some text. -An NPC on Level 2. -New vacuum sprites. -Quicker transitions, main menu loads up faster Possible Changes: -May add more NPCs, Fedex quests galore! Project Q/A *How did the game designer use variables? What effect were they looking for in game when they used variables. The author of the original project used variables to be able to store states of objects. For example he used variables in order to decide if Luigi is in the vacuum state or not. He also used variables (Integer variables) in order to store data like how much money the players have and what levels were locked and unlocked. Variables also allowed the player to continue thier progress when they play again, allowing them to play and take a break. *How did the game design use loops? Give three examples of loops from the game. The game designer used loops to detect certain conditions every frame and execute certain things when these conditions are met. One certain example in the script is the block that detects if the player needs help, it checks every frame if a certain button is down and if said button is indeed down it shows the help window. Another example is the collision detection, it checks every frame if the player has reached a collider and stops him/her so that the player won’t just fly through a wall. Finally it also keeps a certain state running when a subscriber (In C# functions that receive broadcasts are called ‘subscribers’) gets a broadcast. *How did the game designer use (If Touching / Broadcast-Receive / Movement) The game designer used if touching blocks in order to prevent the player from moving through the wall or any objects. The game designer then used Broadcast-Receive to broadcast if the player was colliding or not, it is also used to set states of certain objects when said objects receives a broadcast. Movement allows the player to have some control of the player avatar (Luigi). *Did the game designer include a splash page (or opening sequence) that told the user how to use the game? Yes, but it didn’t really tell the user how to use the game. It simply showed the credits and started the game. The help menu mainly taught the player how to play the game. *Are clones used in the project? No, not much and if it is indeed used it doesn’t make much impact on the game. The game designer instead used hide and show commands to use for projectiles. An example is the bomb dropped by some of the ghosts. *How did the game designer develop a point/scoring system? The designer used variables to track points and states and see if certain levels have been unlocked. He does this by creating/declaring a variable and adding/removing to it once a condition is met. For example the money counter, it starts at zero but it increases as the player loots items. *How clear are the expectation of the game to the player? It wasn’t very clear how to get out of the first level. However the user would eventually know what to do when he or she gets to the later levels. The expectation was to generally remove all of the ghosts and getting all the money. *Is there any message or deeper meaning to the game or is it just for fun? It is just for fun. This is because it is a very short level that really doesn’t convey many themes throughout it’s runtime. Most levels are just levels where you run through and complete it by capturing the ghosts. *How enjoyable is the game to play? It is quite enjoyable. I thought this because it was a small fun game that i could complete in a short amount of time. The game mechanics were quite fun to figure out and play with. *How challenging is the game to play? It’s not very challenging. Because the levels besides the boss battles were roughly the same challenge level. Though i think the boss was really easy because of the fact that it is so easy to avoid its attacks. *What would you do to make the game better? I would have added more enemies and made the boss much more challenging. I would have added little minions to the boss’s lair while he is attacking and maybe let Luigi buy new upgrades for his vacuum (Longer range, higher damage, larger area of effect).