2d top-down shooter w/ rpg elements.
Prepare for a boss fight when your time runs out, if you aren't prepared, you can reset but with increased difficulty.
Developed For: UMD Game Dev Club's Game Jam
Theme: Countdown
Developers:
Shiliang Zhang (lsftw)
Zhehao Chen (zchen27)
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###For Developers
- Java 7
- Modify classes in the ctia.game package, not the ctia.engine package
###Engine Design ####Game is frame-based
- Game logic steps with each game frame dt() and redraws screen with each game frame draw()
####Game uses a container hierarchy for modularity
- Entity is an individual game object, like a player, an enemy, a projectile, or an obstacle
- Level contains multiple entities and handles interaction between them such as collision detection
- Scene is a game screen that contains a level and forwards user input to player, handles level transitions, and draws the HUD
- Runner is a Swing window that runs the scene/game screens and transitions between screens
- dt() and draw() are called on the Runner, passed to the contained Scene which draws the HUD, passed to the contained Level which draws the background, passed to the contained Entities which have their logic
- So, each individual Entity acts as its own module
##Development Plan
# | Task | Done on |
---|---|---|
00 | Start project | 10/29 |
GENERIC TOP-DOWN GAME PROTOTYPE | ||
A1 | Visible, player-controllable entity | 11/1 |
A2 | Scrolling/panning level | |
A3 | Projectile firing | 11/5 |
A4 | Destroyable enemies | 11/5 |
A5 | Enemies with pathfinding | |
A6 | Enemies that attack | |
RPG ELEMENTS | ||
B1 | Brainstorm RPG elements to add | |
B2 | Add RPG elements | |
SPECIFIC GAME ELEMENTS | ||
C1 | Implement boss - ai and other mechanics | |
C2 | Add reset mechanic | |
POLISH | ||
D1 | Add walls and obstacles | |
D2 | Tweak mechanics and numbers | |
D3 | Improve user interface | |
D4 | Improve sprites and animations |