#Gameplay objects 1

13 messages · Page 1 of 1 (latest)

chrome veldtBOT
#
Your post will be graded soon!

Please be patient; your post should be graded shortly. You can do other exercises in the meantime.

If your post isn't graded after some time, feel free to ping an Exercise Grader.

warm grail
#

Plz dont say i used AI this time i actually written this

#

Cube
i used cube first because the way i built it you can basically just hold and it carries you over most of it. the spikes are just there so you don’t completely afk but it’s still really simple. i didn’t try to make different jumps here, it’s more just a start section
Wave
then wave because i literally made the path using slopes going up and down and some open straight fly, so it just made sense for wave gameplay. i didn’t really think of other gamemodes here because the shape already matched wave when i built it
Ship
after that i switched to ship because i stopped building with slopes and ship uses a more smooth control unlike wave which is a weird zigzag pattern. I just placed obstacles instead. so instead of following something, you’re just going between the obstacles.
Robot
then robot at the end because i went back to platforms but didn’t keep the jumps the same. some are a bit longer so cube felt kinda off when i tested it, but robot worked since you can hold for higher jumps and the ability to control how high you jump.

winged aspen
#

I feel like your argumentation is very shallow

#

like for wave

#

what you said is essentially "I used the wave because I built wave gameplay"

#

elaborate - why did you build wave gameplay? what made you want to use wave?

#

same for ship, you said you built obstacles that match the ship so you used it

#

what properties of the gamemodes made their usage suitable?

#

also for all of them you have to say why you didn't use the other gamemode choices, which was wrong in the AI version and you entirely omitted it here

#

-ex nw

chrome veldtBOT