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godot-jam's Introduction

A game jam project! Stop waiting for godot

Controls

  • WASD to move
  • Q, E to rotate the player cam
  • Mouse to aim
  • Shift to sprint
  • ...

Some notes and a todo and resources for now:

Deploy

Built with Godot. This was built on 3.2.2.

# Export with butler

butler push web c-dante/hold-out:web
butler push windows c-dante/hold-out:windows
butler push mac c-dante/hold-out:mac-osx
butler push linux c-dante/hold-out:linux

Notes

Design

  • Twinstick!!
  • The demo I have is there -- great starting place and a couple nice addons

BUGS

  • Scripts that track by a map of instance id are a hard pattern
    • Abstract the "enter/exit" area and map of in-area logic as a helper
    • This is used by enemies for AOE attacking as well as gatherables!!

Work / TODO

  • DONE Basic twinstick impl going
    • Movement of PC, WASD + mouse for now, controllers later
    • DONE: WASD move relative to camera, face mouse projected to plane
  • DONE Resource collection
    • Get a couple different resource types and passively harvest when nearby
    • DONE: We have rocks and trees
  • Building things?
    • DONE Make a miner
  • Firing a weapon (build it first!)
    • DONE
  • Enemies / AI
    • DONE Something to break miners -- and you
    • Track how many attackers + spread out more to disrupt
  • Make a survival loop + score + death/restart
    • DONE Player health (time instead?)
    • Done Score - Resources mined, enemies killed, time survived, resources spent (?)
    • DONEdeath screen
    • DONE Restart
  • UX
    • Player, enemy, miner health bars?
    • Done Resource gathering
    • Miner state
    • Weapon / equipment state
    • Build menu cleanup
    • Pause menu
    • Done Newgame / death screen
    • Save/Load (no)
  • Juice
    • DONE Arrow flight, fire, despawn, hit feedback
    • DONE Enemy attack, damage, death feedback
    • DONE Player attack, damage, death feedback
    • Miner attack, damage, death feedback
    • Miner mining feedback
  • Gameplay
    • Done Score
    • Done Player death
    • Safe/Danger cycle
    • Expand the map and playable area
    • Weapon upgrades and types
    • More enemey attack patterns

HACK FIXES

  • Gatherable assumes only player
  • ui.gd has the game over logic xD
  • Stats collected in Player.gd and same is used for game over display ui

Resources

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