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Level Design Workflow 
My idea was to create a side scrolling shooter involving planes. The planes fly through a city 
and have an air battle. 
I wanted to have the game take place at night time in the city. So I made 1 background 
which consisted of buildings and the sky and I made a second background with a different 
depth so that it was in front of the previous background. 
My character Is a fighter jet plane, I used an image for help to get the shape and colour 
correct. 
My inspiration for this game came from playing games like battlefield and call of duty. 
I began designing my game by first creating a player sprite which is shown above, then I 
created a player object and then I created a room for which I would use to create my level. I 
had to make the background a scrolling background. After creating a background for my 
game I would continue on to create my player object.
Objects in the game use sprites and can be coded using different events. In my player object 
I selected sprites and added events so that I could move, shoot and be destroyed. I also 
added an event so that when my character spawns he has a jet flame on the back. 
After this I created a system object and a jetpack object, which would allow enemy’s to 
spawn and for me to respawn when I died, I would then go on to create my first enemy. I 
created a sprite for my first enemy. Then I created the enemy object using this sprite. I 
added codes so that the enemy will shoot if my character is on screen and so that when 
they leave the room border they are destroyed. I also added some sounds for the enemy 
shooting.
I also created “player_lazer” sprites which my player would shoot, as you can see from the 
image I added a collision event so that when my player missiles hit my enemy he will be 
destroyed. I also added sounds so that when the player_lazer and enemy_lazer are shot 
they make a noise. 
Next I added a sprite for when my enemy is destroyed, for this I made a set of sprites to 
create an animation for my enemys death, I also made one for my player. I also created a 
bar at the top left of the screen and added and event so that when the bar reaches 0 my 
player would die. This would act as my player health bar. 
I also added an event in the system so that when my player object is hit by an enemy missile 
the health bar decreases. I went into my enemy_lazer object and added a collision event 
and some coding to make the health bar decrease. The code for this was;
///hit 
Global.shield -= 25; 
Which meant it was now possible for my player to die in game. The code I used was put into 
the system create event and was name shield. The code was as follows; 
///shield 
Global.var shield; 
Shield = 100 
I also had to add a draw event to actually draw the health bar in game. This draw event was 
also added to the system object. The code used was; 
///draw shield 
Draw_rectangle_colour(32, 32, 32+global.shield, 40, c_green, c_green, c_green, 
c_green, false); 
At first the health bar would go negative (below zero health) and would continue to 
increase in size backwards off the screen. This was easily sorted out by creating a player 
destroyed sprite and creating an object for this sprie, in the sprite object I added the code; 
///explosion particle system 
Explosion_2 = part_system_create(); 
Part3 = part_type_create(); 
Part_type_sprite(part3, playerdestroyed_sprite, true, true, true); 
Part_type_size(part3, 0.5, 2, -0.3, 0); 
Part_type_life(part3, 30, 60) 
Part_type_gravity(part3, random_range(2,7), random(360)); 
Part_type_alpha(part3, random_range(0.1, 0.75)); 
Part_particles_create(explosion_2, x, y, part3, 10); 
Next I added an alarm event into my player_destroyed object, this would allow my player to 
explode for a set number of frames then restart the game. The code which I used to do this 
was; 
Instance_destoy() 
Room_restart()
I also needed to create a create event in the player_destroyed object to initialize the alarm. 
For this I coded; 
Alarm[0] = 60 
Audio_play_sound(playerdestroyedsound, 1, false); 
Finally I had to add a step event into my player_1 object so that it would be destroyed, the 
code was; 
///destroyed 
If global.shield <=0 
{ 
Instance_change(player_destroyed, true) 
With(jetpack) 
{ 
Instance_destroy() 
} 
} 
Now when my player object is hit it should be destroyed, show the explosion sprite and also 
reset the game to the start.
As you can see the health bar in the top left is down to zero and my player has been killed so 
the explosion takes place and the game restarts. After this my next task was to create a 
score system which would count the amount of points a player gets in the game before they 
die and it is reset. For this I went into the system object and created a score variable in the 
create event. The code I put into this was; 
///score variable 
Global.var points; 
Points = 0 
Then in the draw event of the system object I added some code so that the points system is 
draw on screen below the health bar. First I created a font using the create font tool which I 
then named font1. Then I began coding my score variable. For this I entered the code; 
///draw score 
Draw_set_font(font1); 
Draw_set_colour(c_white); 
Draw_set_halign(fa_center); 
Draw_text(36,40,global.points); 
I had to add the amount of score I get when an enemy is destroyed. I added a cod to the 
enemy movement and shoot event in the create event. I added; 
///increase score 
Global.points +=1; 
Next I went into my collision with the player missile in the enemy destroyed object and 
edited the code. I added; 
Global.points +=1; 
Now when my missile hits the enemy the enemy is destroyed and also I get points added to 
my score. My next task was to add a second enemy. I did this by creating a new sprite, a 
new enemy destroyed sprite and a new enemy_lazer2 sprite. Also I added a new sound for 
when my enemy 2 shoots. I went about creating the second enemy by first creating a new 
alarm in the system object called alarm 1. This contained the spawn enemy 2 code which 
was as follows; 
///spawn enemy 2 
Randomize()
Var y_spawn; 
Y_spawn = random_range(32, 448) 
Instance_create(1104, y_spawn+0, enemy_2) 
///reset alarm 
Alarm[1] = random_range(20, 80); 
I also added an enemy 2 spawn alarm code into my create event in the system object to 
initiate the alarm 1 which spawns the enemy. This code was; 
///enemy 2 spawn alarm 
Alarm[1] = 60 
This means my second enemy will spawn 30 frames after the second enemy appears so 1 
second after as my game runs at 30fps. Next I created the enemy 2 object which would be 
the actual enemy we see in game. I added the enemy 2 sprite, a create event for the 
movement and shooting of my enemy 2, an alarm 0 and alarm 1 event, a step event and 2 
collision events, one for each of my players weapons. In the create event I added the code; 
///movement and shoot alarm 
Hspeed =-8 
///shoot alarm 
Alarm [0] = 20; 
///move alarm 
Alarm [1] = 20; 
In my alarm 1 I added the code; 
///movement 
Randomize() 
Vspeed = choose(0, -5, +5) 
Alarm[1] = random_range(30,60) 
The vspeed function means that the enemy can either mover up or down at a speed of 5 so 
they will move around the screen. In the step event I added two pieces of code. One being 
the leave screen code and the other being the limits code. The leave screen code was; 
///leave screen
If x<=0 
{ 
Instance_destroy 
} 
This means that when the enemy leaves the left side of the screen it will be automatically 
destroyed. In the limits the code was; 
///limits 
If y<=32 
{ 
Y=32; 
If y>=544 
{ 
Y=544; 
} 
This means that the enemy will not be able to go off of the top or the bottom of the screen. 
Finally in the collision event with the player missile I added the code; 
///shot by player 
Instance_change(explosion1, true) 
///increase score 
Global.points +=5; 
This means that when the enemy 2 is destroyed then it will change to the explosion and will 
disappear off screen, also global.points +=5; means that when you destroy this enemy you 
get an additional 5 points added to your total score. Next I created the enemy_lazer2 object 
which I added a create event, a step event and a collision event with my player. In the 
create event I added the code; 
If instance_exists(player_1) 
{ 
Hspeed = 20
} 
Audio_play_sound(pew_sound, 1, false); 
This means that the enemy_lazer2 moves towards my player at a speed of 20 and also when 
shot the enemy_lazer2 makes a sound. In my step event I added the code; 
If x>=room_width 
{ 
Instance_destroy() 
} 
This means that if the enemy_lazer2 object leaves the room then it will be destroyed. Next I 
added a code to the collision event which was; 
Instance_destroy() 
Which means that if the enemy_lazer2 collides with the player then the lazer is destroyed. 
To make this work with our damage system we had to create a collision with the 
enemy_lazer2 in our player_1 object. In the collsion I added the code; 
///hit 
Global.shield -=25 
This means that when my player object is hit by the enemy_lazer2 it loses 25 health. 
Player 
score and 
health 
Enemy 2 Group of 3 
enemy1s
After doing this I had basically finished my game however I went back to it and added a title 
screen for my game. I did this by creating a second room. My title screen would link to the 
actual game room and that is how the game would start. 
The only thing left for me to do was to do final testing to make sure everything worked well 
and that I was happy with the final product. After playing my game for a while I decide I 
wanted to make it harder by mking my enemy 2 spawn quicker but also by making my 
enemy 1 and 2 shoot and move faster. This mad my game a lot more challenging and a lot 
more fun.
After playing my game for a while decided that my second missile the rocket was too 
powerful and made my game too easy. I want to put a timer on it so it could only be used 
once every 5 seconds however I never got to doing it and it may be something I add in the 
future if I ever come back to this game. I am happy with the way my game turned out as this 
is the way I pictured it in my planning, I made my sprites 128x128 and 64x64 so I could add 
more detail and make my sprites a lot more detailed.

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Y1 gd level_designworkflow

  • 1. Level Design Workflow My idea was to create a side scrolling shooter involving planes. The planes fly through a city and have an air battle. I wanted to have the game take place at night time in the city. So I made 1 background which consisted of buildings and the sky and I made a second background with a different depth so that it was in front of the previous background. My character Is a fighter jet plane, I used an image for help to get the shape and colour correct. My inspiration for this game came from playing games like battlefield and call of duty. I began designing my game by first creating a player sprite which is shown above, then I created a player object and then I created a room for which I would use to create my level. I had to make the background a scrolling background. After creating a background for my game I would continue on to create my player object.
  • 2. Objects in the game use sprites and can be coded using different events. In my player object I selected sprites and added events so that I could move, shoot and be destroyed. I also added an event so that when my character spawns he has a jet flame on the back. After this I created a system object and a jetpack object, which would allow enemy’s to spawn and for me to respawn when I died, I would then go on to create my first enemy. I created a sprite for my first enemy. Then I created the enemy object using this sprite. I added codes so that the enemy will shoot if my character is on screen and so that when they leave the room border they are destroyed. I also added some sounds for the enemy shooting.
  • 3. I also created “player_lazer” sprites which my player would shoot, as you can see from the image I added a collision event so that when my player missiles hit my enemy he will be destroyed. I also added sounds so that when the player_lazer and enemy_lazer are shot they make a noise. Next I added a sprite for when my enemy is destroyed, for this I made a set of sprites to create an animation for my enemys death, I also made one for my player. I also created a bar at the top left of the screen and added and event so that when the bar reaches 0 my player would die. This would act as my player health bar. I also added an event in the system so that when my player object is hit by an enemy missile the health bar decreases. I went into my enemy_lazer object and added a collision event and some coding to make the health bar decrease. The code for this was;
  • 4. ///hit Global.shield -= 25; Which meant it was now possible for my player to die in game. The code I used was put into the system create event and was name shield. The code was as follows; ///shield Global.var shield; Shield = 100 I also had to add a draw event to actually draw the health bar in game. This draw event was also added to the system object. The code used was; ///draw shield Draw_rectangle_colour(32, 32, 32+global.shield, 40, c_green, c_green, c_green, c_green, false); At first the health bar would go negative (below zero health) and would continue to increase in size backwards off the screen. This was easily sorted out by creating a player destroyed sprite and creating an object for this sprie, in the sprite object I added the code; ///explosion particle system Explosion_2 = part_system_create(); Part3 = part_type_create(); Part_type_sprite(part3, playerdestroyed_sprite, true, true, true); Part_type_size(part3, 0.5, 2, -0.3, 0); Part_type_life(part3, 30, 60) Part_type_gravity(part3, random_range(2,7), random(360)); Part_type_alpha(part3, random_range(0.1, 0.75)); Part_particles_create(explosion_2, x, y, part3, 10); Next I added an alarm event into my player_destroyed object, this would allow my player to explode for a set number of frames then restart the game. The code which I used to do this was; Instance_destoy() Room_restart()
  • 5. I also needed to create a create event in the player_destroyed object to initialize the alarm. For this I coded; Alarm[0] = 60 Audio_play_sound(playerdestroyedsound, 1, false); Finally I had to add a step event into my player_1 object so that it would be destroyed, the code was; ///destroyed If global.shield <=0 { Instance_change(player_destroyed, true) With(jetpack) { Instance_destroy() } } Now when my player object is hit it should be destroyed, show the explosion sprite and also reset the game to the start.
  • 6. As you can see the health bar in the top left is down to zero and my player has been killed so the explosion takes place and the game restarts. After this my next task was to create a score system which would count the amount of points a player gets in the game before they die and it is reset. For this I went into the system object and created a score variable in the create event. The code I put into this was; ///score variable Global.var points; Points = 0 Then in the draw event of the system object I added some code so that the points system is draw on screen below the health bar. First I created a font using the create font tool which I then named font1. Then I began coding my score variable. For this I entered the code; ///draw score Draw_set_font(font1); Draw_set_colour(c_white); Draw_set_halign(fa_center); Draw_text(36,40,global.points); I had to add the amount of score I get when an enemy is destroyed. I added a cod to the enemy movement and shoot event in the create event. I added; ///increase score Global.points +=1; Next I went into my collision with the player missile in the enemy destroyed object and edited the code. I added; Global.points +=1; Now when my missile hits the enemy the enemy is destroyed and also I get points added to my score. My next task was to add a second enemy. I did this by creating a new sprite, a new enemy destroyed sprite and a new enemy_lazer2 sprite. Also I added a new sound for when my enemy 2 shoots. I went about creating the second enemy by first creating a new alarm in the system object called alarm 1. This contained the spawn enemy 2 code which was as follows; ///spawn enemy 2 Randomize()
  • 7. Var y_spawn; Y_spawn = random_range(32, 448) Instance_create(1104, y_spawn+0, enemy_2) ///reset alarm Alarm[1] = random_range(20, 80); I also added an enemy 2 spawn alarm code into my create event in the system object to initiate the alarm 1 which spawns the enemy. This code was; ///enemy 2 spawn alarm Alarm[1] = 60 This means my second enemy will spawn 30 frames after the second enemy appears so 1 second after as my game runs at 30fps. Next I created the enemy 2 object which would be the actual enemy we see in game. I added the enemy 2 sprite, a create event for the movement and shooting of my enemy 2, an alarm 0 and alarm 1 event, a step event and 2 collision events, one for each of my players weapons. In the create event I added the code; ///movement and shoot alarm Hspeed =-8 ///shoot alarm Alarm [0] = 20; ///move alarm Alarm [1] = 20; In my alarm 1 I added the code; ///movement Randomize() Vspeed = choose(0, -5, +5) Alarm[1] = random_range(30,60) The vspeed function means that the enemy can either mover up or down at a speed of 5 so they will move around the screen. In the step event I added two pieces of code. One being the leave screen code and the other being the limits code. The leave screen code was; ///leave screen
  • 8. If x<=0 { Instance_destroy } This means that when the enemy leaves the left side of the screen it will be automatically destroyed. In the limits the code was; ///limits If y<=32 { Y=32; If y>=544 { Y=544; } This means that the enemy will not be able to go off of the top or the bottom of the screen. Finally in the collision event with the player missile I added the code; ///shot by player Instance_change(explosion1, true) ///increase score Global.points +=5; This means that when the enemy 2 is destroyed then it will change to the explosion and will disappear off screen, also global.points +=5; means that when you destroy this enemy you get an additional 5 points added to your total score. Next I created the enemy_lazer2 object which I added a create event, a step event and a collision event with my player. In the create event I added the code; If instance_exists(player_1) { Hspeed = 20
  • 9. } Audio_play_sound(pew_sound, 1, false); This means that the enemy_lazer2 moves towards my player at a speed of 20 and also when shot the enemy_lazer2 makes a sound. In my step event I added the code; If x>=room_width { Instance_destroy() } This means that if the enemy_lazer2 object leaves the room then it will be destroyed. Next I added a code to the collision event which was; Instance_destroy() Which means that if the enemy_lazer2 collides with the player then the lazer is destroyed. To make this work with our damage system we had to create a collision with the enemy_lazer2 in our player_1 object. In the collsion I added the code; ///hit Global.shield -=25 This means that when my player object is hit by the enemy_lazer2 it loses 25 health. Player score and health Enemy 2 Group of 3 enemy1s
  • 10. After doing this I had basically finished my game however I went back to it and added a title screen for my game. I did this by creating a second room. My title screen would link to the actual game room and that is how the game would start. The only thing left for me to do was to do final testing to make sure everything worked well and that I was happy with the final product. After playing my game for a while I decide I wanted to make it harder by mking my enemy 2 spawn quicker but also by making my enemy 1 and 2 shoot and move faster. This mad my game a lot more challenging and a lot more fun.
  • 11. After playing my game for a while decided that my second missile the rocket was too powerful and made my game too easy. I want to put a timer on it so it could only be used once every 5 seconds however I never got to doing it and it may be something I add in the future if I ever come back to this game. I am happy with the way my game turned out as this is the way I pictured it in my planning, I made my sprites 128x128 and 64x64 so I could add more detail and make my sprites a lot more detailed.