Releases: nhstaple/FlatCell
Pickup Abstraction and New UI
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
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
.
Final ECS189L Build
ECS 189L Final Game Logic Build
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.
Stage 1 Complete
Finished Stage 1. Here's what's left.
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 animationSCRAPPED
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 fromdot
toline
Geo
-
Implementline
Game Logic finalized for Friday
Murder!
Added collision detection on projectiles
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
Game Logic is done for Stage 1-3
Basic projectile and terrain
Player has basic projectile generation, and the terrain does stuff I guess.