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Blobbo's Apple Catch: A homebrew Game Boy game written with GBDK 2020
Add random arrow and apple spawning logic during the gameplay state that matches the original apple catch.
Re-implement graphics and the ability to keep track of the score
Add title + background tiles back and implement it as a state in the gameplay loop
Small styling nit that would more accurately reflect the data being loaded into VRAM.
Having a static obstacle can allow for more dynamic gameplay. The spider will come down and stay in a spot for a bit, forcing Blobbo to duck around it.
AC:
It's a mess – fix it
Make sure we use a .h
file
AC:
"Press Start" is animated on the title screen, blinking.
User should be able to press start to replay the game after they lose
Gameplay can be sped up by giving Blobbo a rechargable dash.
AC:
Code would be cleaner using typedef
syntax for all structs.
Arrow spawning is very abrupt and sometimes unreactable – adding a visual indicator (like a caution sign) before an arrow spawns would make the gameplay experience more fair.
When playing the start noise on the Analogue Pocket (and the noise is not interrupted), different noises continuously play.
Also occurs when playing a Game Boy ROM on the Analogue Pocket. The discrepancy is definitely due to different implementation of sound hardware.
Implement the:
Redo the intro screen and load in the tileset/map so that you don't continue using GBDK's default printf()
function.
There are speed issues with the game – certain game states cause the main game loop to execute slower or faster, and its noticeable.
Make sure that all game states are relatively consistent with each other in regards to execution timing.
Add pause feature so that a user can pause during the main gameplay state.
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