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A puzzle game created for CMU's Computer Game Programming 15-466 (Fall, 2020)
This project forked from 15-466/15-466-f20-base6
A puzzle game created for CMU's Computer Game Programming 15-466 (Fall, 2020)
-[] Contaminated Tree (BgTile)
-[] Contaminated Protesters (BgTile)
Talk with other group
Accessible from main menu, and also pause menu if we get #37 done.
Before a level loads, halt player input and slide clouds over to cover the level. After the new level loads, part the clouds.
Narrower river with turns + end tiles
No WASD camera controls (switch that back to moving the player)
Also "Settings" option, if we get settings working
I was thinking we could have a slightly different (e.g. faded) color for paths that you can't walk down yet (to a locked level).
An alternative to paths on the ground is that we could put a sign with an arrow pointing in the direction you can move (basically, a sign at the start/end of each path rather than a tile covering the whole path). That way we wouldn't have to do the same orientation & bending thing as the river. Either works for me though. Functionally, I'm going to make it so once you step onto a path, it will automatically move you to the next node (like in super mario bros).
Also, maybe we want a different node model for once you've beaten a level?
i.e. button, bridge, pit, turnstile, disposal need a grass BG behind them
If you move into it going up the ramp, you can jump over a cell. if you move into it from any other direction, you push the ramp.
"Continue" and "New Game" options in main menu
fill the barrels when completed
Z to undo, x to reset, undo can undo resets. Let's not do redo.
Adjacent river gets toxic 25% more every time a player move.
Thinking this will make it a lot easier to switch models, i.e. when we need to switch between dead and alive models, rather than loading everything at once in gridloader and creating a ton of arguments.
Growing a tree reduces environmental damage.
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