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License: Apache License 2.0
Video Game Design Project for CSE-4392 / CSE-5392
License: Apache License 2.0
Main menu design, buttons, themes, etc.
Add layer documentation to the readme.md
Add a pause menu to exit back to the main menu, as well as save and load the game
Add camera to player object.
Create basic dialog trigger, save in level data, read from level data when loading map.
Display text as an alert.
Useful for
Improve and expand on the tiles for level 1
Setup build pipeline for PR validation
Animation and design work for player sprites
simple punch animation that can be layered over the run animation or whatever else the banana is doing
Update running animation to not include arms, so as to overlay the arms for other uses
Various enemy sprite and animation work
Design HUD to show on player screen in-game
Track player statistics such as:
Shots fired,
Enemies killed
EnemiesHit,
etc.
For now, shots fired.
need to think of where to store that info
Item to allow unlocking of the throwable banana weapon.
check setIsBananaThrowUnlocked
Add loading capability
Integrate pineapple projectile (I staged it for a boss fight feeling)
Integrate difficulty scaling. It gets hard. FAST.
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 full animation set
Implementation of enemy using enemy-base as a parent-class.
Follow the schema and inheritance from pineapple.
Player Idle animation design
adding idle animation with arms and body on separate layers
Allow for certain tiles to be destructible to give some dynamic gameplay.
Redesigned Main menu using assets and background
Fully capture level including
Also fix slope tiles making player move horrrrribbbblyyyyyy
Player is slowing down on slope
Integrate player animations for:
Idle,
Run,
Punch
Background image for level 2
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.
Integrate enemy scale into save data so that it can be incorporated into 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.
Self descriptive issue title.
Checkpoint and Level End Triggers
Create an initial system that is capable of handling inventory and weapons
Bala sent multiple assets for use.
Just going to implement them as I have time, others should do the same.
Enemies
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.
Add spikes that will hurt the player when they walk on or touch them
Rename project from Team H to Team Hashmi
Create animations for the pineapple enemy
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.
Animation of just the arms punching
Integrate the player run sprite into the current movement system.
Define a save file used to store level design attributes:
Tiles
Pickups
Enemies
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.
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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