Incoming | Adding some pop.

The core mechanics of the game are now complete, but we can extend the development to embed what we have learned and create a better game. These extensions are presented in three levels of increasing difficulty we call, 'snap', 'crackle' and 'pop'. You are now on your own, but none of these extensions require you to learn anything new that was not introduced in this or previous tutorials. Challenge yourself to see how far you can get using the stages in the tutorials for reference.

  1. When a comet is hit by the target it should spawn two smaller comets at it's current location, travelling in a random direction. Small comets only live for a finite amount of time before they disappear.

    You learned about the atlas and animations in stage 2, creating game objects in stage 3, factories in stage 4 and scripting the end of an animation in stage 5.
  2. If a smaller comet is hit by the target it explodes and disappears.

    You learned about message handling in stage 6.
  3. Change the scoring system so that smaller comets kill fewer people than larger comets if they hit the earth.

    You learned about text labels in the Pong tutorial, stage 8.
  4. Start with a slower spawn rate and slowly increase this over time to a maximum of two every seconds.

    You need to modify the code in stage 4.