
domain-relevant) names for all public identifiers. Original logo and music by Halfbrick Studios.Sensei and background art by Shath Maquire.This is not a tutorial intended to teach the ways of logo making.I am. It messes with your design, very seldom for the better. why not have the Difficulty object directly create objects for the game? It has all the information it needs to do so, so it doesn't really make sense to publish that information, and let somebody else take action on it.Īs always my general object-oriented rules apply: Instead having a concept of speed, and what I assume are numbers about the composition, etc. You mention the speed and composition of objects is determined by Difficulty and based on that FruitNinja object will create GameObjects.I would just go with interfaces and delegation unless there is a really good reason against it. It's an inheritance tree, and inheritance is very difficult to get right. I'm uneasy with the GameObject hierarchy.

ArcadeGame and ClassicGame sound much better, I would also assign the responsibility for the whole game to these, not just the condition when it ends. Introduce it only when you actually need it, even if you think it's tomorrow. So, if you don't need an interface, don't have one. With every feature you build in you basically force yourself to maintain something without needing it.

Here are some notes, starting with your question:
OG FRUIT NINJA LOGO FREE
How should I change my design?įeel free to tell any improvements you see. In the world of Fruit Ninja theres only one bad guy in town - the Bomb. However, I'm thinking that later I may want different logic. The Fruit Ninja Bomb Plush with sound features splat sound effects and Fruit Ninja logo. And each GameObject will run a thread in the constructor that moves it with the specific speed determined by the Difficulty.Īt this point, I just noticed that Difficulty logic currently will be the same for all game types (arcade & classic) (which could be making the game faster and also increase number of bombs). And in the constructor it will run a thread that constantly create more GameObjects. There is a FruitNinja class, which take GameOverCondition and Difficulty in the constructor.

Fruit is extended by concrete fruit classes, and Bomb is extended by concrete different bombs.
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They also released a feature-length documentary last year covering their struggles and successes with developing Fruit Ninja from the early Flash prototype to the game it has grown into today. Halfbrick Studios has been actively making use of Facebook to announce new content additions, letting players know that their feedback is valuable, reaching out to beta-testers, scheduling Q and A sessions via live streams on Twitch, and sharing their achievements with the fans.
