For these I used Game Salad, a game development tool that utilizes object-based coding to run the various interactions within the game. Game Salad has it’s own form of tutorial support with a “Cook Book” that teaches some the basic idea and usage behind the system. I decided to explore the program and develop prototypes that go beyond the basic commands.


Turret Programming

I’ve always thought it would be entertaining to create a game where the player can craft a defense turret out of a trashcan. So, for kicks I decided to delve into Game Salad and create a turret (made out of a trashcan) that detects and damages zombies until they are destroyed. This proved to be a little harder than I thought. Not because of the sensing and killing of the enemies, but because the turret would keep shooting after the enemies demise. After many frustrating hours of trial and error, I determined that the issue laid within the destruction of the enemy. When the turret targets and enemy, that enemy’s x-location, y-location, and health are saved as temporary values within the turret itself. Each turret shot takes off a specific amount of damage. Once the health drops, the enemy pawn is destroyed. The problem is, it is destroyed at the exact second that the shot hits it. Though that sounds normal, what this did was bypass the enemy’s health being updated with the turret’s temporary value. Though the zombie is dead, the turret still has the value set for the amount before it’s target died. As a simple solution, I added a 0.1 second delay that basically tells the zombie object to wait that long until destroying itself. Problem solved!

The link for all videos pertaining to this design are here.


Inventory Setup

Apples and Bananas. Using the object based coding and translucent object within the inventory scene, I created a mathematical system that detected what item slots were open and which were filled. On top of this, I setup the inventory to only keep a maximum stack of five items per slot. This proved to be a little more difficult, but it resulted in helping me create a “spill-over” feature that allowed more of the item to be picked up, as long as there was room for another stack of items to be in the inventory.

The link for all videos pertaining to this design are here.


Deep Space Mine – Five-Minute Design Mockup

This mockup was an example of how long it would take me to create a 5-minute artwork demo to based on the mechanics given from a fake, game company. Instead of just creating a video showing my idea, I took it a step further and made a playable demo using GameSalad. This involved about eight hours of coding and testing. The artwork for this project was completed in seven hours using Adobe Illustrator. The sound and video compilation was created and edited using GarageBand in a four hour period. A link for the video can be found here!