Originally posted on Byrd's Tweets:
Today I had a class get cancelled and so what better way to make up for it than coding my video game? I feel like I accomplished a lot but it was not actually that many lines of code nor was it difficult to anyone used to XNA, but I’m proud of it. The best part was when my roommate sat down to play it and actually enjoyed himself!
So before today I had a player on screen with a tiger sprite (go Clemson!) that moved around trying to collect coins. The coins gave you points, healed you, and spawned mines that would damage you on touch and then despawn. That was basically it and it was beyond easy as the coins healed way more than the mines hurt. I’d been jotting down a few ideas into OneNote as things to look up and/or implement if I could.
Since then, I’ve changed the healing properties of the coins to only occur every once in a while in a powerup-style manner where the coin spawns with a red tint. On top of that hitting a mine makes you semi-transparent and invulnerable for a short time. In this state you can’t hit mines so they don’t despawn when collision occurs. Finally I added in moving enemies in the form of evil chickens that add a whole new dimension to the game play. Since there’s not a spawn limit the game gets much harder as the 40th enemy or so spawns and they all start to blur on screen.