Not according to the haloed God in the sky. Who is Rick. Who is our game designer. Who tells us this sucks. So we have to take his advice, and un-suck it.
So I’m letting go of Argon Assault at this point as I’ve got so much new stuff to learn. In its current rough state, the player flies about the level, there are waves of enemies, you can shoot them, and there’s a boss. Music plays, stuff blows up, and a fish says some stuff.
- The player and enemies have inconsistent speeds. Their movement is based on timeline key frames, so everything is kind of relative there.
- Enemy movements are pretty simple. Why? Because it takes TIME to make them interesting. Time is something future John might have. Present John wants to learn new techniques and also he suspects there are better ways to go about this than Timeline.
- The lasers stop making sound. This is, I suspect, because my current method for emitting laser sounds is based on tracking the current number of particles. Can I ask WHY there is no callback OnParticleEmitted? That seems like a major oversight on the design end.
- The final battle is anti-climactic and there is no real danger to the player.