It’s time to get into programming. Most of the code in Arlo is ripped from Brackeys, various fringe programming videos on YouTube, and various fringe programming videos on YouTube that were fixed by my housemate, Benedict. That’s not to say that I haven’t learnt some stuff. I’ve found that I can sort of read code, I just can’t write it, because it’s basically a different language.
There was a lot of programming in Arlo to be done, and a lot of that code is some of the jankiest stuff you’ll ever see. Movement was fine, there are hundreds of basic movement scripts for 2D games, so I took one and tied it to Arlo. Getting rotation for the flamethrower was considerably harder to implement than I expected (Never slate good rotation mechanics) I found a seven-year-old video and tried tying it together and then had a mental breakdown and Benedict fixed it, and that seemed to be the loop for the rest of the coding in Arlo, thinking that a piece of code probably wouldn’t be too hard to create, working on it for a few hours, a plethora of breakdowns, and 10 minutes of my housemate fixing the broken scripts.
If I were to take Arlo forward past university, my first step would definitely be to find someone who is a programmer, show them the project so far, give them some room to cry at how inefficient it is, and then work together to try and rebuild it so it’s good (I am also of the mind that I should just make a new game that I think would be more fun).