Game submission for a rogue-like game jam: https://marcoklein.itch.io/eager-learner.
npm install
npm start
- handle "flipped" globally
- eg handle only right side but flip everything through an abstraction layer
- dont throw components on everything.. its good but just let it evolve man
- Logging.. log high level methods at least.. something like restarting the game - that makes debugging much easier
- GameScene IS my LevelController, it makes no sense separating them.. would merge them next time
- "natural evolvement" of code.. build in things when you need them, dont spend too much time thinking about architecture initally
- however, refactor as code base grows to strucutre codebase with patterns
- start with graphics and think about a story
- Store global variables for fast configuration somwhere - also to avoid single values within code
- could be better next time though
- add a "DEAD" screen / message
- adjust physics parameters
- add particles on destroy - srsly .. without it justs looks really boring
- level generator
- generate random platforms
- generate random monsters
- add intro screen (with instructions on blackboard)
- add some more enemies / generate them
- more weapons = more fun :) .. not sure .. its like already fun - maybe give gun later
- hands of player hit every object and only left/or right hand currently has an effect
- just add a rectangle to check what it hits
- bullet shooting limit - loose weapon when you shoot everything
- add a highscore
- adjust level generator
- first level should be smaller
- bullets should destroy each other; this satisfying feeling when you prevent the bullet from hitting you
- monsters should not kill each other.. then you cant count :O => added the option that monsters only move if player has been in sight
- sometimes you get killed while walking on a platform - maybe falldown y reached?
- destroy particles on level change
- player falls through door and then level
- dont let bullets kill yourself
- BUG: answer boxes can be destroyed by bullets
- add modulare level design for one long running level
- make levels more interesting .. e.g create jumping monsters or other logics .. yes you could add much more color and stuff now !
- highscore should relate to monster kills
- lobby music (probably easiest)
- sounds
- kill monster if player jumps on it / move it downward
- BUG: Sometimes you get stuck on a monster instead of killing it -> change collision check for monster jump kill
- mute music button
- pick weapon instead of question
- add a death message reason
- add some background elements / decoration
- make teacher interactable / spawn as monster class with ai
- refactor item stuff
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highscore should also relate to monster kills
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monsters should not kill each other!
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Add a wall to learning level
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Are questions necessary? => just pick one weapon ..
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- plus weapon is really hard to control
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either make a mechanic to change weapon
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or choose the weapon (two boxes explicitly)
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explode on wrong answer?
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each monster should have a dedicated skill!
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those can be randomly generated or set
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e.g. 1 can only hit, 2 has gun and moves etc... :)
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spawn multiple monsters on a platform with a certain level; then the + is a useful weapon
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but maybe keep question system.. lets try
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coins and stuff:
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coins or stuff to level up weapons or second life etc..
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upgrades
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make learning system within level / dont change level! => one large side scroller
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highscore
- cycle through weapons that you already picked up or make choose dialog after quetions.. then you can choose
- add different question types (e.g. count enemies)
- add something to bottom as ground so player knows whats happening
- add a timer to questions
- add a "closed door" where the player spawns in a new level - there you can also reset physics and stuff