Testing wise we tested as we went along we did encounter various problems due to the many classes using the splash screen. Most problems we managed to overcome except the hit detection and the removal of the smoke trail. If we could of achieved collisions the smoke trail's alive state could of been changed to false when it went off the screen.
An example of a problem we encountered and solved using our initiative was the aim function of the enemy sprite which seemed to invert its aiming on the player position.
This problem was solved with the addition of added code:
(working screenshot)
Unfortunately we couldn't use code such as score and bodycount and there wasn't an end to the level due to the fact niether player or the boss had collison detection.





Game Screen




This is another alternate enemy design for a later level in which the enemy uses a sniper rifle to attack the player from long range. 
This is an alternate enemy design for a later level in which the enemy uses an energy sword to attack the player. Because of this their
y need to be close to damage the player the sword would inflict a great amount of damage to the player.


