This is a Ludum Dare 39 game jam entry.
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rules
- 1HP, must pick fuel periodically (in tough spots) and may pick coins
- constant player movement in XX
- vertical impulses to keep ship above ground
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items
- gas (required to keep gas level above 0 else game over)
- coins (best effort. catching all in a level unlocks full level completion)
- power ups
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score
- survived game time and picked coins
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obstacles
- static platforms
- moving platforms (recurring movement/rotation)
- gates opening/closing
- rotating elements
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item placement
- items can be static, but also tied to platforms and or with assigned paths (if so, one must grasp them fast otherwise too hard)
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enemies (not sure these are necessary given the game constraints, only relevant if we can affect them in some way)
- classic patrolling movement around point
- sine wave movement à là r-type
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power ups
- invincible
- speed up/down XX speed
- power up centers camera ahead of player, allowing to see more of the level
- rotate the camera (harder to reason about)
- kill visible enemies
- kill destructible obstacles (are these any of these?)
- invert YY gravity
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game appearance / vibe
- average/poor art, best effort (most likely)
- crude solids with vibrant colors (geometry dash)
- dramatic with normal lights
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nice to haves
- decent sprites (may drop compo to jam and use artwork from elsewhere such as kenney)
- music (either: none, use free licensed, from a friend - therefore jam)
- sfx (might do with simple generators since the theme is simple enough)
- lighting as an obstacle (would require sprites to have )
- tested / targetted
- android chrome
- mobile safari (iphone/ipad)
- best effort
- chrome, safari
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graphics
-
sfx and music
full credits to @asilva4000
composed with reason
audio encoding with xmedia recode
brainstormset up basic enginerenders spritestouch supportmusic and sfx playbacklevel loadingkeep aspect ratio and viewport independent of screen
- implement game rules
xx constant movementimpulsetexture loadingbasic box collision supportpick up coingas tank logic
tiling bganimated items (coins etc)start screen > play > game over | pause statescompress audio to howler compatible formatsrequest fs and avoid double eventsreset time on game overlevel transitionhighscores (displayed on game over)pitch ship according to y speed (requires improved collision det)graphics made with blender, tg (procedural) and gimpprepare publish
MAYBE
- animate title screen
- toggle sfx and audio (persist to LS) -> done. still no way of toggling
- google analytics, if time permits
DOUBT IT
- review cleanup (ex: sprite.destroy())
- implement and add power-ups
- particle effects
- additional backgrounds with different parallax?