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LD39 - Soaring

This is a Ludum Dare 39 game jam entry.

Game summary

  • 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
  • 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
  • score

    • survived game time and picked coins
  • obstacles

    • static platforms
    • moving platforms (recurring movement/rotation)
      • gates opening/closing
      • rotating elements
  • 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)
  • 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
  • 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
  • game appearance / vibe

    • average/poor art, best effort (most likely)
    • crude solids with vibrant colors (geometry dash)
    • dramatic with normal lights
  • 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 )

Supported browsers

  • tested / targetted
    • android chrome
    • mobile safari (iphone/ipad)
  • best effort
    • chrome, safari

Tech stack

  • browser and javascript
  • 2D gfx with pixi
  • collision detection with bump
  • audio with howler docs

Artwork stack

  • graphics

    • used blender3D, inkscape, gimp and generated some procedural textures with tg
    • the background sky and a couple of pill sprites came up from kenney.nl, didn't manage to replace those in time :P
  • sfx and music

    full credits to @asilva4000

    composed with reason

    audio encoding with xmedia recode

some references

TODO list

  • brainstorm
  • set up basic engine
    • renders sprites
    • touch support
    • music and sfx playback
    • level loading
    • keep aspect ratio and viewport independent of screen
  • implement game rules
    • xx constant movement
    • impulse
    • texture loading
    • basic box collision support
    • pick up coin
    • gas tank logic
  • tiling bg
  • animated items (coins etc)
  • start screen > play > game over | pause states
  • compress audio to howler compatible formats
  • request fs and avoid double events
  • reset time on game over
  • level transition
  • highscores (displayed on game over)
  • pitch ship according to y speed (requires improved collision det)
  • graphics made with blender, tg (procedural) and gimp
  • prepare 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?

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Soaring - a ludum dare 39 game jam submission \o/

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