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bakken's Introduction

Greetings, I'm Marcus! โœˆ๏ธ ๐Ÿš€

I'm a structural engineer who plays at software engineering ๐Ÿ’ป

bakken's People

Contributors

dmarc3 avatar noble-viking avatar rhroberts avatar

Watchers

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bakken's Issues

Flush Out Lilah Sprite Animations

The following animations are needed.

Must Haves:

  • victory
  • victory_idle
  • idle
  • dead
  • kneel_enter
  • kneel
  • kneel_exit
  • attack_1
  • walk_forward
  • jump
  • airborne
  • land
  • block_start
  • block
  • block_end
  • hit
  • sprint

Nice to Haves:

  • sheathed
  • crouch_idle

Create Credits Scene

Not sure this will happen...

Could be a nice touch to create a credits scene... could play right before the title screen comes in. This is usually where games place "Game Engine" / "Game Studio" / etc. recognition.

  • Aspiring Game Developer - Uncle Marker
  • Sprite-ographer - Dad / Uncle Erik
  • Audio Mastermind - Rusty "Robotron" Roberts
  • Voice-Over Talent - Madeleine "Mad-dawg" Hale
  • Executive Producer - Aunt Katherine

๐Ÿ˜† ๐Ÿคฃ ๐Ÿ’ฏ ๐Ÿฅ‡

Movement Bug after 1st Knockout

Currently a bug on bakke_backyard map where, after the first knockout, the player who was knocked out no longer has friction or continuously moves. Doesn't appear to impact everhart_backyard or curlew.

Eliminate Friction on Side Surfaces

Currently, side contacts are treated with friction... this allows the player to jump and "stick" to the wall objects if moving towards the contact. Need to re-work friction implementation for walls and side contacts.

Add cat sound to Sam's attack

I think having this be in addition to her normal "hiya" sound would be best. The cat sfx I have is meh so would rather not have it stand alone. This will probably require some manual if player == "Sam" logic, unless we can think of a more elegant solution

Finish Abram's character file

I copied abram's [character].lua from miller, and didn't really think about the specifics -- need to go back and get it right. This is likely the cause of the below issue @dmarc3 mentioned in #24:

Looks like the attack animation currently breaks the code and I am wondering if it is a mismatch in the number of frames in the attack animation vs. the abram.lua a1 list which specifies when to draw the hitbox.

Create Winner / End Fight Screen

Create scene or logic to handle the end of a fight scene. Should pause and wait for user input before going back to either the title screen or pick fighter scene.

Finish music and sfx assets

Audio Assets for Kiddo Fighter

Music

Main (Non-Level) Scenes

  • Title Scene
    • assets/music/title_theme.ogg
  • Pick Fighter
    • assets/music/selection_theme.ogg
  • Pick Level
    • assets/music/selection_theme.ogg

Levels

  • Bakke Backyard
    • assets/audio/music/bakke_theme.ogg
  • Everhart Backyard
    • assets/audio/music/everhart_theme.ogg
  • Curlew
    • assets/audio/music/curlew_theme.ogg

Short motifs

  • Victory
    • assets/music/death_motif.ogg
  • Death
    • first bit of title theme
    • assets/music/death_motif.ogg
  • #47

Effects

Character Noises

  • Character jump
    • Same for all characters, different pitches
    • Single
    • Double
  • Character attack
    • Sam/cat
    • Others?
      • done if it works to use the same "hiya" sample at different pitches
  • Character parry
    • assets/audio/sfx/parry.ogg
  • Character block
    • Same for all characters, different pitches
  • Character kneeling (after knockout)
    • thinking some kind of out-of-breath sound
    • Same for all characters, different pitches
  • (maybe) Character walk
    • comments from @Dmarc:
      • I've incorporated a sprint so not sure how best to sync up foot steps...
      • I still need to create a sprint animation and I will likely be tuning
        speed / jump numbers still)

UI

  • Change scene noise
    • assets/sfx/accept_all.ogg
    • scene changes when accepting current selections, hence the filename
  • Button press on title screen
    • assets/sfx/accept_all.ogg
    • reusing this one for now, open to doing something else though
  • Confirming character/level selections
    • assets/sfx/confirm_selection.ogg
  • Un-confirm character/level selections
    • assets/sfx/undo_selection.ogg
  • Moving character/level selection noise
    • assets/sfx/change_selection.ogg
  • Invalid selection
    • assets/sfx/invalid_selection.ogg
    • general "don't do that!" ui noise

Flush Out Averi Sprite Animations

The following animations are needed.

Must Haves:

  • victory
  • victory_idle
  • idle
  • dead
  • kneel_enter
  • kneel
  • kneel_exit
  • attack_1
  • walk_forward
  • jump
  • airborne
  • land
  • block_start
  • block
  • block_end
  • hit
  • sprint

Nice to Haves:

  • sheathed
  • crouch_idle

Flush Out Abram Sprite Animations

The following animations are needed.

Must Haves:

  • victory
  • victory_idle
  • idle
  • dead
  • kneel_enter
  • kneel
  • kneel_exit
  • attack_1
  • walk_forward
  • jump
  • airborne
  • land
  • block_start
  • block
  • block_end
  • hit
  • sprint

Nice to Haves:

  • sheathed
  • crouch_idle

Complete Curlew Level Sprite

Need to complete the background animation for the Curlew level. Would be nice to revisit the normal map implementation on the water effect shader as well as potentially incorporate a boat in the background driving by.

Create Pause Screen

Create a pause screen with options to:

  1. Exit game
  2. Switch chars
  3. Controls??? This would be a fair bit of work most likely.

Incorporate Sprint Animations

sprint animation is currently not being used. Only abram's sprite as a sprint animation. Would need to create animation for remaining 5 sprites and update logic. Logic update would be very simple.

Flush Out Controller Support

Current development has been using the keyboard as the input device. Need to flush out the controller support and test it.

Flush Out Pick Level Scene

Similar to the Pick a Fighter Scene, the Pick a Level Scene could use some beautify-ing! ๐ŸŒน ๐ŸŒท ๐ŸŒป

Need to figure out spacing and how to align the level names. Should create a banner similar to the Pick a Fighter Scene. Can add to assets/ui/banner.aseprite.

Create Transition Animation Between Scenes

Need to create some sort of smooth transition between scenes.

  • Title Scene -> Pick a Fighter Scene
  • Pick a Fighter Scene -> Pick a Level Scene
  • Pick a Level Scene -> Fight Scene
  • Fight Scene -> Title Scene / Pick a Fighter Scene (whatever we end up doing)

I am imagining a fade out -> fade in sequence with maybe a small BAKKEN logo in the corner doing a small animation. I think we can use the same transition for all of these but how we decide to handle the sound transition might need to change. We could make this fancier later on if need be.

Flush out Drew Sprite Animations

The following animations are needed.

Must Haves:

  • victory
  • victory_idle
  • idle
  • dead
  • kneel_enter
  • kneel
  • kneel_exit
  • attack_1
  • walk_forward
  • jump
  • airborne
  • land
  • block_start
  • block
  • block_end
  • hit
  • sprint

Nice to Haves:

  • sheathed
  • crouch_idle

Add global music and sfx volume adjustment

Would be awesome to have this be adjustable by the user on the pause screen, but it's probably too late for that haha. At least having the option to mess with this value in the code would be nice to get the levels just right when doing the finishing touches.

Removal of Attack Bodies on Curlew Level

There is a bug which prevents the deletion of a1 sensor body on the curlew map. These bodies are never deleted and still cause damage to opposing players. Seems like there are two a1 bodies being created per attack as well.

Test Creation of Executable

Need to run through the process of creating an executable of the game. Would be good to send it to a couple people to test:

  • Rusty
  • Curtis
  • Cody
  • Erik

Flush Out Sam Sprite Animations

The following animations are needed.

Must Haves:

  • victory
  • victory_idle
  • idle
  • dead
  • kneel_enter
  • kneel
  • kneel_exit
  • attack_1
  • walk_forward
  • jump
  • airborne
  • land
  • block_start
  • block
  • block_end
  • hit
  • sprint

Nice to Haves:

  • sheathed
  • crouch_idle

Flush Out Miller Sprite Animations

The following animations are needed.

Must Haves:

  • victory
  • victory_idle
  • idle
  • dead
  • kneel_enter
  • kneel
  • kneel_exit
  • attack_1
  • walk_forward
  • jump
  • airborne
  • land
  • block_start
  • block
  • block_end
  • hit
  • sprint

Nice to Haves:

  • sheathed
  • crouch_idle

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