A preconfigured starter for libgdx 1.9.9.
I decided to create this starter after I had already set my package and project name. All you will need to do is replace projectq
with a project/game name of your choice, and rename the top level package.
fargogamejam-gdx's Introduction
fargogamejam-gdx's People
fargogamejam-gdx's Issues
Game options menu
Allow the player to tweak game settings.
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The player should be able to change the volume for master sound, sound effects, and music.
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The amount of stars generated in the galaxy.
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The amount of planets per star.
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How many species are generated in the bestiary.
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Create a species added to the bestiary.
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Select the species their crew starts as.
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Customize their crew specializations, names, etc.
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Customize their ship load out, including parts unlocked in previous games.
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Option to guarantee a planet that is inhabitable by their starting crew.
Player help
Have some kind of manual and tool tip system to guide players through mechanics and even provide hints to make the game experience more approachable.
Ship interface
We should allow the ship to be repaired by consuming metals if they have an engineer. This should also display data about the ship, perhaps even the module interface merged into this one. #5
Add advertisements
It would be interesting to rig the game up to advertisements whether we launch it or not just to see how that might look.
At this point, I'm thinking we rig it into the event engine that players can opt into for better luck or returns on the event the trigger. Ideally, it is a banner ad that displays with the event results, but it would be interesting from an implementation standpoint to use video ads too.
This task would include investigation on tools that generate ads, how their API may be used in our event generation API, how it will be displayed in the game, and how it mechanically impacts the game results. Then finally implementing it in a manner that can be disabled if they've paid $1 or something.
Character / Player Creation system
A UI that would be shown when creating a new game, allowing selection of species attributes, image, etc and creation of starting crew and initial ship load out.
Add module swap interface
We have the ability to get more modules, but the player cannot use them or see what's better.
An interface should show the player what modules are equipped and which are available to swap out. Swapping should only be available if they have an engineer. Module statistics should be represented inaccurately within a range, the variance of the range is reduced by having engineers.
Mobile (android) build
Balance Events
Create and tweak events to better balance the game.
Project clean up
I know we fixed some immediate issues in the original game jolt build. This project clean up is more an opportunity to get familiar with the code while updating the code to match standards we've ignored during the jam.
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Java docs.
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API refactoring.
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API/Code structure - such as an adapter between the UI and event engine instead of the galaxy class.
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The event generation class jumps through a few hoops to determine which event is generated and should be made more readable that then calls the function for the appropriate event.
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UI code reuse. Some of them are copy pastas that only have different sound or graphics and could easily be done with less code duplication.
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Event class should properly consume atmospheric gas and set the losing state when out of fuel.
Crew interface
The crew interface should allow the consumption of food to heal the crew. It should also display any data available for them, including maximum HP instead of only current HP. I think there is a bug where it sometimes shows a button instead of the class background.
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