Game 4, side 2d arena shooter part of OrangePascal game jam
Only on Windows.
- go to root folder
- use command "make"
- either run Game.exe from build folder or use "run.bat" file
//////////////////////////////////// NOTE: Part of OrangePixel game jam: https://itch.io/jam/orangepixels-mockup-game-jam need to use provided sprites
////////////////////////////////////
- spend min ~12h per game
- aim for 10 games by week 10
- have a small scope finished game by the end of the week
- even if not finished - still release it
//////////////////////////////////// TODO: ////////////////////////////////////
- permanence (bullet shells on ground?
- screen shake?
- gun delay (moves slightly slower than player)
- polish/game feel
- think of ammo powerup
- ammo/reload system?
- connect ammo/reload system to UI?
- telepathic gun
- tweens (ray easings?)
//////////////////////////////////// DONE: ////////////////////////////////////
//03.11.2023 -
- enemy knockup on hit - 0:10h
- fix pickups spawning in the air
- freeze frame/sleep - 0:10h
- add graphics to main menu - 0:15h
- add graphics to game over - 0;05
- game over leads to main menu - 0:05
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- reset spacebar down state when transitioning to game over - 0:05h
//02.11.2023 - ~1:20h
- slight draw_ent_of_type refactor - 0:25h
- bigger muzzle flash - 0:05h
- bigger bullets - 0:05h
- faster bullets - 0:05h
- higher RoF - 0:05h
- less accuracy - 0:10h
- enemy hit animation (white flash) - 0:15h
- enemy knowback on hit - 0:05h
- player knockback on fire - 0;05h
- increase enemy spawn rate with time - 0:10h
//01.11.2023 - ~2:15h
- create muzzle flash sprite and anim
- basic animations
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- enemy anim
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- coin anim
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- UI coin anim
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- player anim
- lower enemy hp -> 3hp
- explosion on enemy hit
- explosion anim
- bullet impact effect on walls
- muzzle flash
// 31.10.2023 - ~2:00h
- implementing basic game loop
-
- enemy drop ammo pack on death(chance)
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- collision detection recognises ammo powerups
- slight refactor
-
- unity entity hp/dmg to be easier to change/configure
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- PlayerData struct
- flipping enemy and bullet sprites based on direction
- fix flipping issues
- connect HP UI to player HP
// 30.10.2023 - ~2:15h
- implementing basic game loop
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- player shooting both ways
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- enemy choose rand spawn point
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- enemy deal dmg to player
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- player collision w/HP pack
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- player death
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- implement game reset
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- enemy drop hp pack on death(chance)
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- hp pickup refactor to supprot pooling and multiple spawns
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- enemy drop coin on death(chance)
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- score connect to coin
//27.10.2023 - ~3:15h
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debugging random movement code issue
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start implementing basic game loop
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- player collision with walls
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- player shooting
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- player reload
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- player bullets pool
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- player hp
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- enemy spawning
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- enemy pool
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- bullet collide w/ enemy
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- bullet kill enemy
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- player flip
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- gun flip
//26.10.2023 - 3:15h
- mockup
- project skeleton
- start implementing basic game loop
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- player movement
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- enemy move towards player
- start implementing static mockup sprites
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- player
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- player pistol
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- background
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- tiles
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- barrels
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- enemies
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- UI player hp
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- UI player ammo
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- UI player scoer
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- Pickup HP
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- Picktup Power Up