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asternoids's Issues

19. Gun Kick

The player should be knocked back slightly when shooting.

Enemy HP

Enemies should have HP and be able to withstand multiple bullet hits. They should check each bullet to determine how much damage it has done. This should use the angle of collision, velocity of collision, and bullet damage property.

Generate Random Sector Map

This part should be easy as it is just a random star map (possibly with cool anomalies and stuff later).

Non-star ideas include:
-Rouge Planets
-Nebula
-Pulsar
-Quazar
-Black Holes

Generate Random Galaxy Supercluster

This algorithm should take as input a random seed and produce a starfield which has clumps. These clumps are labeled as different superclusters. These names should be roughly 3-10 characters long and no more than two words. Each label will have a suffix word, Supercluster. Some empty spaces can be labeled similarly but with a suffix word, Void.

Most importantly, every random seed input should produce precisely one map. Each map will be unique.

20. Strafe

The player should be able to strafe as well as move forward and back.

21. More Permanence

See about adding more permanence by leaving even more expended objects/deleted in the scene. This may not apply if the initial implementation of permanence was done properly.

9. Impact Effects

When bullets hit things, they should look like they hit something via a collision animation.

Generate Random Starfield of Quadrant

This part involves the user having selected a galactic quadrant (different galaxies may have different quadrant layouts) and taking the image from the previous galaxy, blowing it up, and giving the user sector options to select. This is the only step in which the previous layer should be absolutely identical in look to the current one. Not sure how to do this yet. Luckily, this means we're really just making a starfield of the right shape for the previous item.

4. More Enemies

There should be a lot of enemies on the screen. The game should run smoothly with at least 100 enemies.

2. Lower Enemy HP

Enemies should die fairly easily (but not in 1 hit) so the player can defeat hordes of them.

12. Permanence

Things which are destroyed should leave evidence that they have been destroyed.

Bullet Animations and Sound

Bullets should animate when:
-Being fired
-Hitting something

Bullets should make a sound when:
-Being fired
-Hitting something

30. Meaning

Basically, finish the game. For this issue to be closed, the player needs a way to win or lose.

25. Faster Enemies

Make the enemies faster. This could, perhaps, be in the form of having "elite" enemies the player fights, or by making the enemies just generally faster. Gotta play with enemy performance a bit to find a good balance.

18. Gun Delay

This may not apply. The idea is if the player is holding an item, the motion of that item should slightly lag behind the player motion.

8. Less Accuracy

Anything that shoots shouldn't do it perfectly. Lower accuracy of all shooting objects.

Enemy Hit Animations

When enemies are hit, they should flash or perform some animation to show they player they have been hit.

Objects Get Pushed Into Planets

Could be an issue with the planet hitbox or the application of forces to objects which are already in a collision with the planet. Either way, it's usually coupled with a large lag spike.

Generate Random Galaxy Supercluster Field

Generate a random (but consistent) galaxy supercluster field with a circular shape and even density. This will serve as the first level the user see. Each supercluster region should have a name laid out in a grid (which should be drawn on a separate layer). This will function as the initial GUI selection screen.

7. Faster Bullets

Bullets should go reasonably fast. This means fast enough that nothing can outrun them and they're hard (but not impossible) to dodge, but slow enough that they stay in orbit in the system.

13. Camera Lerp

The camera should lag behind the player while following slightly to feel "smoother".

Generate Random Supercluster Map

Similarly to the previous layer up, a very clumpy layer should be generated with unique names with suffix, Cluster or Groups. The names may also conform to NGC XXXX where the X represents a random number.

As per the previous layer, these superclusters should be random but unique based on an input seed produced by the previous layer.

Enemy Animations and Sound

Enemies should animate when:
-Spawning?
-Moving? (they're always moving... this may not make sense)
-Getting hit

Enemies should produce sound effects when:
-Exploding/dieing
-Spawning?

Player Weapon Accuracy

There should be some animation to show the player that their controls are working and they are accelerating.

24. Random Explosions

When enemies or other things the player is shooting are destroyed, make them spontaneously blow up!

Generate Random Names

One first step which needs to be accomplished is to generate random pronounceable strings for various layers/regions etc. The algorithm should be able to take a desired name length range as input and produce a pronounceable string as output. This should then be generalized to allow generation of random sets of pronounceable strings of lengths decided by simple probability distribution.

A robust name generator will help in creating a layered procedural map.

10. Hit Animations

Objects should animate when they're hit by stuff. This includes players and enemies at least.

Bullet Mussel Flash

The player (and enemies, if that system works) mussel should flash when a bullet is fired. This should be handled through an animation being imposed on the bullet when it leaves the player/enemy.

5. Big Bullets

Bullets should be larger than is reasonable for the size of the player.

29. Even More Permanence

Push the permanence by making the game remember when a player has beat a specific encounter. This will cross over with the idea of "meaning" in the game.

Generate Random Galaxy

This part is probably going to be the hardest. Galaxies should be of any of the types of galaxies in this list of morphologies http://en.wikipedia.org/wiki/Galaxy#Types_and_morphology and should be randomly generated as either a Dwarf or full galaxy based on the previous input seed. This may require a subsystem to determine based on the seed input range what type should be used. This also may be a non-seed related deterministic input from the previous layer.

Generate Random Local Group

A local group should be a sparse group of dot stars (representing dwarf galaxies) and large galaxies. It may be simpler to just represent all of them as small dots. Each small dot should either have a unique name, a name with a suffix, Dwarf, a NGC XXXX or MXX or IC XXXX designation or may be part of a small group (Name A, Name B, Name C). These should, once again, be randomly generated but unique based on a previous seed.

28. Bigger Explosions

Provide a means to vary the size of explosions based on the situation and make them spontaneously be different sizes.

Bullet hit animations occur inside of planet

Not sure why, but the planet collision radius seems to make the bullet animations happen almost exclusively inside the planet unless they hit the planet on a sharp tangent. Increasing the hit radius fixes this, but makes collisions look wrong for other objects. The animation may just need to execute with a slight offset. This shouldn't matter too much since the bullets are being destroyed immediately after.

Ship Animations and Sound

Ship should animate when:
-Moving
-Getting Hit

Ship should make sound effect when:
-Moving? Not sure if that will sound good...

Enemy Bullets

Enemies should be capable of shooting bullets. These bullet collisions should be used to determine player HP reduction on hit. Not sure if this will cause too many game objects, if so, this feature can be removed.

15. Screenshake

When things explode or shots are fired by the player, the screen should shake in proportion to the impact of the event.

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