Development Notes from Reverse Bird

Start vs. End

Some notes from the development of Reverse Bird:

  • I ended up using a hack to get collisions working. I originally planned on doing collisions on the non-rotated scene, but it wasn’t accurate. So instead, I made a mask of the bird sprite and each frame I just check if the bird’s sprite overlaps any green pixels. I was surprised how quick it was to add and how well it works.
  • Sound effects took about 45 minutes. I just did stuff in the sound editor, listened to the sounds in game, and tweaked them a bunch of times. My main goal for the sounds was to make them not annoying and I think the final sounds are at least tolerable.
  • The triangle fill function sometimes misses a few pixels and the background is visible through the pipes. I left it in because I think it adds character and raises the question of how the game works.
  • I switched the color scheme to more closely resemble the original Flappy Bird. The old colors made the game look like a Flappy Bird clone trying to be different. I’d rather my game distinguish itself by doing something new: rotating the camera instead of the bird. I’m confident this mechanic is enough to stand out in an otherwise saturated genre and making the game more like the original, rather than less, is a subtle way of showing that.

That’s all for today, see you tomorrow!

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