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View Code? Open in Web Editor NEWEECS 395 with Robert Zubek
EECS 395 with Robert Zubek
cursor size needs to scale relative to screen size
Player one slides around instead of running.
Ethan: "I can't change the direction of my fan" when Austin was heading left into the endZone. In such cases, a left-only blowing fan is pretty useless
Look at the tutorial: https://www.youtube.com/watch?v=oK_NzdVSxaQ
Create a simple enemy and the framework to create more enemies.
I could not figure out a good way to make obstacles (not placed by cursor player but native to stage i.e mines, blocks) respawn after being destroyed.
Weird to have Player 2 wins without the game actually ending
Ethan: "it'd probably useful to see how much energy my things cost"
It's not really a tutorial but there should be a way to skip the first 20 seconds.
It is possible to jump on a bomb's explosion and bounce on it, as it doesn't push the player as hard when the player falls on the explosion. Also, the player take multiple instances of the bomb damage if it touches the explosion multiple times.
Probably fix this by only allowing each bomb to hit the player once, and adjust force of explosion to ignore gravity.
A lot of players spammed as P2 when they played. The game should tell them when they don't have enough energy.
Either gray out options that P2 can't afford, or have a visual notifier that rejects their request, like highlighting the energy bar or something along those lines. (could add audible notifiers later)
P1's energy bar should be red (or something) indicating he doesn't have enough energy to use any abilities atm
i.e. the bar flashes red
closed as duplicate of issue #15
Based on feedback today. Important for attacking and movement in general. Immediately fixed with the introduction of sprite graphics.
trampoline disappears for whatever reason...
One of the players today suggested a land mine as a power. We may or may not want to eventually implement this or some version of this.
Jumping will correctly bounce off ceilings, but getting blown or pushed up will get P1 temporarily stuck to a ceiling; enemies who get attacked can also get stuck to ceilings.
Ethan: "why is player 1's health right next to player 2's other stuff?"
We could make the "Game Start" Text a means of telling a basic simple 1 Sentence story.
Something along the lines of "Will the Dark God Fall?" or something like that.
It could add some context to the game and make it seem pretty cool.
It is not letting the player landing on it in some scenarios.
i.e. ladders and spikes n shit
Graphics seem to be really important. Let's find some sprites.
Need to be able to see the hitbox that it blows in, but without blocking everything else. Best case would be some sort of windy sprite/animation.
Zubeck suggested that our game may be better if we hand tuned all of the stages instead of having them procedurely generated.
Either way most people said we should have more stages
Get rid of number texts.
Hovering over powers should display a gray bar in the energy bar that shows how much it would cost.
For some reason, spawning multiple enemies on a platform underneath P1 causes them to fall through the ground to their deaths for no apparent reason. Very odd.
double tapping was unpopular with playtesters
Comment with suggestions
A player today suggested that bombs should always fall from above off-screen instead of appearing where P2 clicks.
Music & sound effects
A complete solution includes:
Textures:
Character --> make a qt girl looking at the momodora reference
Bomb/Nuke → cupcake (with a fuse)
Fan → maybe make the particle effects look like sprinkles?
Block → a block that matches the background a bit (maybe make thinner)
Enemies → pizza monsters (pizza with a face and legs)
I need to find a fucking background
Will add more if I think of more
Perhaps dropped by enemies
People want this
I think the best way to fix this is to correct P2's clicks if their click would place a block that intercepts with P1, and move it left/right/down/up (whichever is closest)
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