Skip to content

Releases: nhstaple/FlatCell

Pickup Abstraction and New UI

25 Jun 02:26
Compare
Choose a tag to compare
Pre-release

Here's a list of what I remember doing-

  • Added an InputManager to take care of different gamepad inputs.
  • Cleaned up code.
  • Tweaked the UI.

Known bugs

  • The shields in the release version don't show the emission property properly. This is probably a lighting issue, but if we change everything to 2d and layer another sprite on top it will take care of the problem.

Weekend Update

17 Jun 03:12
Compare
Choose a tag to compare
Weekend Update Pre-release
Pre-release

This weekend I was able to go through the code and clean up a lot of the AI bugs that I had. Also, I added support to the game so it can be a twin stick shooter and additional debug lines (check the editor in the dev version.)

Here's a brief list of changes-

  • Cleaned up code, abstracted objects, and moved things to their own files/namespaces.
  • Basic ADSR, need to implement a proper envelope pipeline but the basics are there.
  • AI shoot at the player if the player gets too close.
  • AI now move a lot better. If the hit the boundary they return to the spawn.
  • Player not gets wider the more kills they get. Next step is to implement line.

SNL

Final ECS189L Build

11 Jun 20:48
Compare
Choose a tag to compare

This is the final build. Give yourselves a pat on the back. I made this one change in the code of PickupObjects.cs:71 since the release. It's not necessary enough to make another release version.

color = owner.GetColor() * Random.Range(0.50f, 1f);

Celebrate good times, come on!

ECS 189L Final Game Logic Build

10 Jun 09:05
Compare
Choose a tag to compare
Pre-release

I'm for real this time. If things like the anim controller get changed that'll be an Animation build, fam. Check the this link right h'ere for tomorrow's todo list you can modify. For a preview:

  • animations are borken
  • input needs to be finalized
  • movement needs to be finalized
  • physics/collisions needs to be finalized
  • UI needs to be finalized, with art assets

v0.2._ will be a fully functional UI, with Load Screen -> Start Menu -> Play Game, (opt.) Pause Screen.

  • Completed but not documented as a full release...

v0.3._ will have all the animations and ASDR movement

  • Cut with a hatched due to time constraints...

v1.0.0 what we turn in yo.

  • Take a dab for yo girl girl Betty.

Betty

Stage 1 Complete

07 Jun 23:27
Compare
Choose a tag to compare
Stage 1 Complete Pre-release
Pre-release

Finished Stage 1. Here's what's left.

Those dev feels.
Hopefully my last commit didn't break everything.

Stage 2

Goals

Player

  • Implement armor.
  • Implement armor status indicator on UI

UI

  • player.ShieldPercentage.

Physics

  • Infinite environment generation(I think this should be moved to optional, The ability exists, but given the scope of the project it seems unnecessary right now)

Animation

  • Basic shoot animation. SCRAPPED

Input

  • Implement controller layout

Game Logic

  • Start menu transitions into game world.

Stage 3

Goals

Movement

  • Implement ASDR curve. Go crazy, idc. I like the feel of low friction surfaces when slowing down. SCRAPPED

Animation

  • Basic death animation SCRAPPED

Input

  • (opt. ) implement mobile controls

Stage 4

Goals

Player

  • Player can pickup stat drop

AI

  • Spawns stat drop on death

Stage 5

Goals

Player

  • Evolution from dot to line

Geo

  • Implement line

Game Logic finalized for Friday

07 Jun 10:26
Compare
Choose a tag to compare
Pre-release

I finished my abstraction code so y'all can make new geos, projectiles, and weapons. That also means you can extend or add functionality to the scripts to achieve the "animations" and "game juice."

Science fair
What it feels like being in the prototype stage.

Murder!

06 Jun 03:11
Compare
Choose a tag to compare
Murder! Pre-release
Pre-release

The player can kill, be killed, respawn, and grow in width for every enemy that they kill.

Finally some gameplay.
The first stage playable build.

Added collision detection on projectiles

04 Jun 20:04
92ae5d8
Compare
Choose a tag to compare

Weapons are kept in a container, projectiles die on impact, cleaned up inheritance code a bit.
Still in Stage 1.

Almost done with Stage 1

04 Jun 07:57
2407f9f
Compare
Choose a tag to compare
Pre-release

Game Logic is done for Stage 1-3

Basic projectile and terrain

01 Jun 20:41
Compare
Choose a tag to compare
Pre-release

Player has basic projectile generation, and the terrain does stuff I guess.