Baby Launcher Update
New Obstacles, Powerups, and Night Mode
After a 24-hour coding session (send coffee), I finally split out the obstacle logic into its own management system. That means I can now drop in new obstacles and powerups without tearing the game apart. Oh, and obstacles now have some basic physics; watch out.
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New Obstacles: The old placeholder thorns and spikes are gone. In their place? A tower of blocks and a jack-in-the-box.
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New Powerup: The rubber chicken, which works a lot like trampolines, but, you know… funnier.
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Visuals: Hit the 10,000-meter mark and the background shifts into night mode. Keep flying, baby.
The farther you go, the more obstacles outweigh the powerups. My plan is to eventually reset things every 10k–20k meters with brand-new backgrounds and mechanics; almost like hitting a “new level.” That opens the door for some absolutely ridiculous high scores.
Future ideas floating around:
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More quirky, comical obstacles/powerups (leaning back into the humor).
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Tap-to-destroy mechanics so players can interact mid-flight.
The game’s nowhere near finished, this is just the start of making Baby Launcher as ridiculous and chaotic as it deserves to be.