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globalgamejam2018alchemy's Introduction

Alchemission - The All Came

Create and research alchemystic materials in your own tower. Sounds very cosy, but unfortunately you're under constant siege from gruelsome creatures. Use your powerful know-how in the field of alchemy to defend your tower. Get help from a nearby plumber to do so! Get a friend of you to play the "Alchemission - The Mischen" and send you TRANSMISSIONS of ingredients for your alchemic endeavours. And send screaming verbal TRANSMISSIONS his way if the mission proofs impossible.

Poster This project was originally created during an 48h jam called Global Game Jam 2018:

Downloads of the Game can be found here: Releases

globalgamejam2018alchemy's People

Contributors

c4tti avatar dravere avatar mserquet avatar stewin avatar tecamenz avatar thejp avatar tinymeddwyn avatar

Watchers

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globalgamejam2018alchemy's Issues

Ingredients of type ProcessedItem are spawned

Currently, Ingredients can be set of type ProcessedItem, and single-player mode may spawn such items.
But this item type should be reserved for the class ProcessedItem.

The Item-Handling may need some refactoring.

Enemy Variation

Spawn other enemies than the green hairmonster:

  • Create new enemy models and visuals
  • Spawn the new monsters
  • Unique traits?

Items

Different Items
Finished Products
Unfinished
How to differentiate

Rendering Icons

I want a icon with white -
create a test scene with all different icons, are they differentiable
Send to Beck.

Door

Health Bar
Upgradable by elements (so they receive less damage by monsters of the corresponding type)
maybe repairable by alchemy

Refactor Level Spawning

Right now we have a hack in place that rotates the whole world after it is created. This was a quick fix to allow the 3D alchemist walk on the xz-plane.
Now I'll rework the level creation so that everything is already on the xz-plane from the beginning.

Paste Ingredient

The Pipes game has another ingredient of type paste, but there is no matching Item-Type on the networking side and our side.

Duplicate Alchemists

Starting levels sequentially spawns multiple alchemists (one for each time a level is started).

Enemy Wave Spawning

  • Spawn enemy waves instead of single monsters
  • Spawn enemy bosses
  • Visualise a wave countdown and wave description

Player Movement

Parameter for player ms
Moving only in a set area
Using WASD (controller Compatibility)
Interaction with Objects (Inventory of 1)
Interaction with Tools, Towers, Piano, Teapot, Recipebook, Kittens, etc.

Enemies

Health Bar ? One Shot ?
Movement Speed
Moves to Goal/Target.
Attacks Door (Variable Damage?, Bosses?)
Different Vulnerabilities (Tower type, alchemical energy type, kittens)
Waves

Add Sounds

We have a ton of cool sounds.. Add them into the game

Networking/Pipes

Input and Output
Upgradable Pipes for input/storage
Quantity for Input

Multiple Levels

After #17 is finished, we can think of creating a level progression system. This has to be developed together with the Pipes project to make sense.
The idea on our end is to give the alchemist a bigger room and more recipes with each new round.

Alchemy Tools

Interaction with Tool Table
Clock until finished Product available (dependent of recipe)
Output of finished Product
placable on fixed places

Camera Control

The ability to move and zoom with the camera. This should preferably work with mouse and controller both.
We can't use the camera from Pipes because we use WASD for the control of the alchemist already.

Improve Terrain

Improve the terrain around the tower. It should represent the setting visually (see poster art). The path the monster takes could be more interesting and be defined by the setting (e.g. pathway up the hill to the alchemist tower)

Quit Game With Jumping

I just noticed a very strange behaviour: Quitting mid-game when jumping. Reproducible:

  1. Start game and click on "Single Player"
  2. Walk to the left or down by pressing A, S, arrow-left or arrow-down
  3. Press Spacke to jump (Game quits at this point)

I thinkg the "Quit to Menu" button is somehow selected and then activated by pressing space.

Recipes

Randomly generated
Viewable in recipe book
fixed for the beginning

Camera Control with Controller

If we still want to be controller compatible we also need a way to control the camera movement and zoom with the controller. (Mouse movement and zoom was done. See #18)

Improve Walls

I'll add more variations of different walls and rework the existing walls to allow an easier level creation (less special cases in code mainly). This will make #17 easier.

Kittens

Balsam to your soul
If you are depressive you can pet the kittens
You want to save the kittens, not yourself because you are depressive.

Unify Alchemy tools Prefabs

Unify alchemy tools so they all are exactly one tile big and have the Input collider.

  • Pivot point in the center of the tile (on the ground, so we can rotate the tools)
  • Input collider in the center of the tile below
  • Default scale so the tools fits in one tile
  • Make input collider big enough (around half the tile)

Towers/Consumers/Alchemical Energy Transporter

Can be loaded with "X" Alchemical Energy
Tower have a demand at first.
Shoots Enemy (Random consumation until enemies are implemented)
(Can be upgraded)?
Transports Alchemical Energy to the top of the tower, it will be consumed then.

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