Play the work in progress here: http://elm-game-jam-feb-2017.s3-website-us-east-1.amazonaws.com
- Sounds: https://www.bfxr.net
- Textures: https://transparenttextures.com
- Audio API: https://howlerjs.com
- Sprite Maker: http://draeton.github.io/stitches
- Tiny things
- Mute for sound/music
- Refactor!
- More interesting level
- Balance sound
- Glow kaiju meter when in use
- Tiny bugfixes
- Random seeds aren't getting cycled correctly
- Durdle -> Kaiju transition is a bit wonky
- Future (big) steps
- C-C-C-COMBOS
- Pirates shooting bouncing bullets
- Juice!
- Actual Level
- Benchmark
- Quadtrees
- Save progress
Day 1
- Draw egg (just a cirlce)
- Draw hero (another cirlce)
- Hero follows mouse
- Draw/move enemies
- Collide with hero
- Collide with egg
- Make hero semi-circle and rotate around egg
Day 3
- Use webgl
- Random enemy position upon start up
- Trickle of enemies (every X ms, an enemy spawns randomly around egg)
Day 4
- Hero is a rectangle
Day 8
- Restore hero/enemy collision logic
Day 9
- Click to change between sword/shield/swordshield
- Config
- Configurable enemy speed and spawn rate get faster and faster
Day 10
- Figure out WebGL and alpha
Day 11
- Add particle effects
Day 13
- Restore movement
- Hero slowly moves towards cursor (doesn't snap)
- Hero accelerates to desired location (spring!)
Day 14
- Durdle power! (hero has turtlesque bod)
- Clustered enemies
Day 18
- Configurable cluster size
- Draw beach and ocean
- Bounce
Day 22
- Bump the hero when colliding
Day 25
- Sidebar (basic)
- Enemy sequencing
Day 26
- Art!
- Sound!
Day 27
- Durdle goes around nest
- Durdle stays on the beach
- Increase kaiju after quab hit
- Kaiju progress bar
- Quabs slowly munch on eggs
- Start Screen
- Music
- Victory
- Better game over (restart)
- Onboarding/Tutorial
Possible heroes archetypes:
- Sword (long and pointy)
- Mouse holds the hilt, rotates around egg
- Moves fast radially, but slow inward/outward
- Shield (wide and flattish/roundish)
- Mouse holds the handle, rotates around egg
- Moves slow radially, but fast inward/outward
- Mace (ball + chain + stick)
- Mouse holds the stick, swings ball around
Each hero could have 2 sides, red and blue:
- Hit red enemies with red (baddies)
- Hit blue enemies with blue (food? powerups?)
Iterate!
Various shapes, various movement/rotation
- Line/Block : Always static rot
- Cup : Rotates around egg
- Any : Follows mouse rot, Moves to mouse when mousedown relative (or up?)
- May want to lock mouse (html5 api)
There should be some dissencentive for moving mouse/shield over egg
- slows down shield?
- damages egg?
any way to move physics / game logic into GPU?
Everytime you destroy an enemy, your "egg meter" increases When it's full, you can lay an egg in your nest Slightly increases size of nest, but increases final score
Tablet stuff:
- Draw start screen
- Draw durdle
- Durdle eyes?
- Durdle waddling hands?
- Draw quab
- Quab walk (DONE)
- Quab eating egg
- Quab exploding
- Draw bg w/ egg nest (DONE)
- Draw an egg in these trying times
- Egg getting eaten
- Victory screen
- Eggs hatch
- Baby durdles express gratitude
- Failure screen (meet someone nice, lay eggs, and try again?)
Computer stuff:
- Start screen button
- Sidebar
- Pause/options
- Time until hatch
- Score
- num eggs left
- Kaiju meter
- Onboarding (?)
- Music (surf rock from FMA)
- Sound
- Start game
- Crab greeting
- Crab death
- Durdle tummy hit
- Crab ate egg
- Pirate greeting
- Pirate shooting (aim, fire)
- Pirate death
- Game over
- Victory
- Sequence enemies
- Pirates
- Stands still, laser pointer aim
- Later: Rotates around island
- Eye tracking (follows cursor, but don't go cross-eyed)
Options:
- Music
- Sound
- Graphics quality(?)
- Always follow mouse or Right click to move
Still to decide
- How to onboard? Random dialogue boxes? Or Shelly Durdle speaking? From cursor, or aside?
Maybe level progression:
- Just crabs, different colors, intro to kaiju, bg is all sand
- Zoom out, see shore, introduce pirates