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framework_demoes's Issues

Long range kill, no more enemies

I fired a fusion bomb at the direction of where the enemy shit spawned way before the unit was within my line of sight. I connected and killed it but now no more ships are spawning.

ST ship - wreckage state not implemented

Currently have it hard-coded / hacked that when all 5 wedges are destoryed, the top level is destroyed.

The end product will:

  • Have variable or random chance of total-destroyed like now
  • have chance to stay in game as wreckage
  • player can flyover wreckage and 'mine' it collecting goodies
  • sprite / visual FX should describe to player easily that this ship is not-alive anymore and can be mined.
    • Not with text!

investigate galaxy screen

  • do the first attempt at getting a galaxy screen on the screen
    • new stage?
    • pop up menu
  • then once it kinda works, make the issues for it

Pause and save 'Stage1'

It doesn't have to be Stage1, but that's our most likely candidate right now.

When we hop from one stage to another, the stage that is being exited should "save" somewhere so that the player can access it again the way it was. Also when 'm' is pressed, the current stage should pause.

Objective:
When map menu comes up, current stage is paused.
When new stage is chosen, previous stages' state is "saved" somehow.

generate stage2

I'd like to see if we can make Stage2 out of dynamic constructor objects that just spawn prefabs, instead of having them placed manually in the Scene screen, like how that cute-em-up game did it.

Objective:

  • Stage2 is "blank"
  • Stage2 has a bunch of objects that spawn prefabs at various coords
  • Stage2 appears 'complete' when playing.

Fusion Bomb Derping

Create actual fusion bomb projectile.

oncollide = playanimation; You have bomb, it collides, it dies, plays one animation, spawns "explosion > sprite" which expands and collapses that holds the collision box which will deliver damage to objects.

Thoughts on design.

ST ship - partialHealthScript, damage misfires

Currently when passing damage up to the top level, it sometimes passes more than once (eg. 50 health, 1 hp passed per wedge destroyed. After 5 wedges destroyed, health is at 38 instead of 45; 7 extra damage got passed)

This need to be one-for-one, so that wedges can correctly destroy the top level, and so that random +/- can determine whether a broken hulk is created or the ship is completely gone.

"Sniping"

If you immediately go to the left and sit on the planet there, you can shoot and disable/destroy 3 cannons of the enemy ship without a response.

make saurothrop ship

  • chaser is a good prototype
  • replace sprite
  • make sure laser lines up
  • make sure fusion bombs lines up, eventually

investigate HUD

  • need to display life
  • energy / resources
  • direction/distance to other things on the map?
  • menu bars
    • save
    • settings
    • inventory
    • upgrades
    • ?galaxy map?

Invincible player mode engaged

Player health does not seem to be working properly, in HUD player health bar appears to decrease but resets very quickly >1sec.

Never dies.

investigate automated test!

We need to have some way to test this game without us playing it over and over and over, because that will lead to mistakes.

We should and will test before releases & pull requests manually. But having a way to know mid-stream that our builds are good is also extremely important.

Objective:

  • Findout how everyone else is doing it
    • Do that
  • If no one else is doing it
    • Figure out how
    • Test should be single command / click, and be able to give a PASS/FAIL on various simple play-through items

ST ship - AI for rotation

Currently the ST ship rotates via slerp from player

ST ship should determine which wedge is closest (done this already) and is not damaged, and rotate such that the laser will strike the player.

add turrets, bullets for player

player is a rail fighter now:

  • 2 turrets need to exist
    • and rotate w mouse
    • and be placed in the correct position (over the black spot on player)
  • 2 bullets need to get fired
    • new sprite for rail bullets
    • bullet needs correct rotation now
    • bullet needs to goto mouse position, as before
    • bullet needs to exit player/turret at the correct position, relative to player

get some screenshots!

Once we have some art and features in, we need to take some screenshots and post them to social media.

Objective:

  • Take good screenshots
  • Distribute via social media
    • Facebook, twitter, reddit, etc..
  • ????
  • PROFIT!!!

investigate cloaking the players ship

This isn't really urgent because we say say it doesn't exist for the player (flying human-tech) in universe - but I think its a really sick mechanic that can add a lot of unique-ness to the gameplay.

like sneaking around and trying to to go too fast or get too close and shit

Turrets show through ST ship

The red and blue turrets on the player sprite, because we raised their Z axis, show through the ST ship if you manage to get the player ship and the ST ship to overlap.

Build the game !

Objective:

  • Build for:
    • Win
    • Linux
    • MAC
    • Web
  • Put these onto jonathangiacomelli.spacetechnology.net so ppl can DL and play them

research single fusion bombs derp site

we need i single 'home' for all FBD things

prefer

  • free,
  • single click download link
  • access to back end
  • our own text so ppl can read it
  • easy exposure, easy to share, etc..
  • FB preview that get clickthru
  • and more!

big jo?
itch.io?

HP Text

White text over a white bar makes it hard to read.
Maybe give the white text a black outline?

Get Stage1 playable

Right now the player doesn't have much to do in Stage1. I don't wanna go crazy with non-combat stuff here, but mocking up a few things could be nice. Really, just having interesting enough shit to shoot at would be sufficient.

Objective:

  • Complete other combat related issues that involve Stage1 content
  • Add more things to kill in Stage1
    • possibly have a spawner object?
      • When mining, checks if stage has no ST
      • if no other ST, spawn ST
  • mockup other content, but doesnt have to be functional
    • like have the planet-mining increase the resources in the HUD or something
    • nothing fancy required, just a lil spit & polish

ST Ship Observations

While Player was accidentally immortal, with out any shots having been fired, ST ship was destroyed.

Possibly by it's own lasers colliding with the player while in extremely close proximity/partially inside ST ship.

investigate upgrades

  • player has stats that affect gameplay
  • player can change turrets, bullets
    • engine animation too?
  • have some sort of resource?

Energy resource and mining.

Just thinking we should make the planet actually give some sort of resource value, since we have it shown in the hud anyways.

globalPlayerObject not properly resetting on death

Pretty much title. When you die and restart your resources, specifically, don't reset to "Starting" value.

Also worth investigating if you switch the turrets, do they reset back to the "Starting" turrets?

Change turret(s) in game

currently turrets are fixed during runtime

After an event in game, the player will

  • have different turrets than start
  • those turrets will be placed correctly
  • turrets will function as expected

Angle of shots while player is moving

There seems to be some discrepancy in the angle of the shots being fired by the player when the ship is actually in motion. Does not seem to actually fire at the mouse.

add turrets, bullets for player

player is a rail fighter now:

  • 2 turrets need to exist
    • and rotate w mouse
    • and be placed in the correct position (over the black spot on player)
  • 2 bullets need to get fired
    • new sprite for rail bullets
    • bullet needs correct rotation now
    • bullet needs to goto mouse position, as before
    • bullet needs to exit player/turret at the correct position, relative to player

Death mining

If I die on a planet, I can continue to mine resources.

make fusion bombs *derp*

  • bomb bullet
    • fly forward, dumb fire
  • make explosion animation
    • and the corresponding sprites
  • have that expanding animation do collision
  • and deal damage

Map menu become icons, not buttons

The map menu exists right now, but its just a list of buttons. It needs to become graphical with "stars". Eventually we will populate this map procedurally.

Objective:

  • Replace current menu with a icon-'star'-map looking one

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