Looking good Mr. Henchman
I also did some more work on my little casual ball Project
The most obvious thing is probably the Timer in the top center of the Screen. Just to give the player some sense of urgency. I actually thought about tying the timer into different difficulty modes as well, easy = no timer at all, medium = lenient timer, hard = very strict timer not allowing any or very few mistakes at most. Another idea for difficulties I had was placing Pickups on harder difficulties in more "inconvenient" places. Still have to think about how I want to handle difficulty. The timer thing obviously would be the least time consuming.
The ball now changes color when rolling over and/or hitting terrain that modifies behavior (green for speed, blue for sliding, orange for bouncing), I'm wondering though if too much color changing on the ball might get too distracting, especially since there will be several other colors coming for additional behaviors too.
The graphics stuff aside (also fiddled around with the stand-in textures to make them render a little clearer) I also wrote some more code that prevents most of the status texts from overlapping, barring one or two combinations that are unlikely to be encountered during normal play but still, want to clean those "freak" occurrences up over the weekend too. The perfectionist in me demands it :D
By the way if anyone wants to give the game a go, the link posted above is still up-to-date (
https://dl.dropboxusercontent.com/u/32714073/Builds.html). It's 3 Levels so far with only about 2 minutes of Gameplay ^^ all Tutorial levels pretty much, gradually introducing the different Game Mechanics (Level 1 moving around, Level 2 bounce and speed, Level 3 slide and bounce vertically). Don't want to throw too much at once at the Casual gamer.