Planning Timber!!!
Whenever you make a game it is always best to start with a pencil and paper. If you don't know exactly how your game is going to work on the screen, how can you possibly make it work in code?
Tip
At this point, if you haven't already, I suggest you go and watch a video of Timberman in action, so you can see what we are aiming for. If you feel your budget can stretch to it, then grab a copy and give it a play. It is often on sale for under a dollar on Steam. http://store.steampowered.com/app/398710/ .
The features and objects of a game, which define the gameplay, are known as the mechanics. The basic mechanics of the game are:
- Time is always running out.
- Get more time by chopping the tree.
- Chopping the tree causes the branches to fall.
- The player must avoid the falling branches.
- Repeat until the time runs out or the player is squished.
Expecting you to plan the C++ code at this stage is obviously a bit silly. This is, of course, the first chapter of a C++ beginner's guide. We can, however, take a look at all the assets we will use and an overview of what we will need to make our C++ do what we want it to.
Take a look at a annotated screenshot of the game:
You can see that we have the following features:
- Player's current score: Each time the player chops a log he will get one point. He can chop a log with either the left or the right arrow.
- Player Character: Each time the player chops, he will move/stay on the same side of the tree. Therefore the player must be careful which side he chooses to chop on. When the player chops, a simple ax graphic will appear in the player character's hands.
- Shrinking time-bar: Each time the player chops, a small amount of time will be added to the ever-shrinking time bar.
- Lethal branches: The faster the player chops, the more time he will get, but also the faster the branches will move down the tree, and therefore the more likely he is to get squished. The branches spawn randomly at the top of the tree and move down with each chop.
- When the player gets squished, which he will quite regularly, a gravestone graphic will appear.
- Chopped log: When the player chops, a chopped log graphic will whiz off away from the player.
- There are three floating clouds that will drift at random heights and speeds as well as a bee that does nothing but fly around.
- All this takes place on a pretty background.
So, in nutshell the player must frantically chop to gain points and avoid running out of time. As a slightly perverse but fun consequence, the faster he chops, the more likely his squishy demise.
We now know what the game looks like, how it is played, and the motivation behind the game mechanics. We can go ahead and start to build it.