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cse-4392-cse-5392-game-project's Issues

Add Pause Menu

Add a pause menu to exit back to the main menu, as well as save and load the game

Dialog Triggers

Create basic dialog trigger, save in level data, read from level data when loading map.
Display text as an alert.
Useful for

  • Tutorial
  • player dialog

player punch animation

simple punch animation that can be layered over the run animation or whatever else the banana is doing

HUD Design

Design HUD to show on player screen in-game

Track player statistics

Track player statistics such as:
Shots fired,
Enemies killed
EnemiesHit,
etc.

For now, shots fired.

need to think of where to store that info

Menu/Enemies/Player

Add loading capability
Integrate pineapple projectile (I staged it for a boss fight feeling)
Integrate difficulty scaling. It gets hard. FAST.

Add Enemy Damage Effect

Use a shader to make the enemy flash white when they take damage. Also adding knockback to enemy whenever they are hit by a projectile.

Tomato Work

Tomato full animation set

  • Idle
  • Walking
  • Attack
  • etc.

Implementation of enemy using enemy-base as a parent-class.
Follow the schema and inheritance from pineapple.

Destructible Tiles

Allow for certain tiles to be destructible to give some dynamic gameplay.

Main Menu

Redesigned Main menu using assets and background

Fix Jump and Integrate Full Level Capture

Fully capture level including

  • Parallax backgrounds
    • Layer 1
    • Layer 2
    • Layer 3
  • Enemies
  • TileMap
  • Pickups
  • Player Start

Also fix slope tiles making player move horrrrribbbblyyyyyy

level 2 background

Background image for level 2

  • Original Size
  • Downsized
  • Downsized and in 2 layers for parallax effect

Code Cleanup + Features

Code cleanup:
Remove unnecessary logic for handling save/stats files making it easy to extend/add fields to be saved.
Cleanup code into logical areas.

Features:
Added playerDamageDealt and playerDamageReceived tracking.

Enemy Scale

Integrate enemy scale into save data so that it can be incorporated into level design

Level Design

level0.tres - Edward
level1.tres - Isam
level2.tres -

Process:

Branch off of develop as feature/TH-078-level#
In Main.tscn (which I wish I renamed to level.tscn I am stupid), edit the world and enemies/pickups accordingly.
Commit / push. Export level to file and store in level/level#.tres from save location.
KEEP THIS BRANCH. DO NOT DELETE.

Enemies Using Purchased Assets

Bala sent multiple assets for use.
Just going to implement them as I have time, others should do the same.

Enemies

  • GreenOnion (BabyOnion work done in #121) - Isam
  • Broccoli (Work done in #121) - Isam
  • Raddish (Work done in #67) - Isam
  • Carrot (Work done in #124) - Isam
  • Onion (Work done in #69) - Isam
  • Lettuce
  • Corn
  • Cauliflower
  • Potato (Work done in #121) - Isam

Bala Menu Feedback

Feedback items on Bala's menu that we all agreed on. (Isam, Edward, and Bala):

Left justify the buttons
If you can find a way to get the menu to work with the center display, great! Otherwise shift it left similar to the current menu layout.
Keep the picture and difficulty description together.
Overall, a suitable flowing menu.
Any questions can be sent over teams or WhatsApp to the group for further feedback.

Just some dragging and dropping of some stuff on the UI shouldn’t take too long. (Personal estimate: 10min) Please send screenshots with new proposed designs as soon as possible so we can get it merged and get you on some more development work.

Spike Obstacle

Add spikes that will hurt the player when they walk on or touch them

TH-009 Bala Game Idea

Bala, please write out your game idea and all its detail to be stored in the "game-ideas" directory as a markdown with the name of your choosing.

Level Save

Define a save file used to store level design attributes:
Tiles

  • index
  • index inside of TileMap if applicable
  • location

Pickups

  • pickup type
  • pickupId
  • position X
  • position Y

Enemies

  • enemy type
  • enemy base health
  • enemy id
  • position X
  • position Y

Requires shifting of Main scene to keep layering proper.
Put enemies on dead layer so that dead enemies remain as a corpse without collision.
Dead enemies spawn back in dead after load and save.

Add Player Shooting Capability

When user clicks or presses right trigger, shoot a projectile that can harm enemies.
Layer 3 will be for enemies
and
Layer 4 will be for projectiles

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