- CC25: slimeenergy
- 18 Mar 2021 06:11:22 pm
- Last edited by VitalAsh on 15 Apr 2021 06:40:03 pm; edited 6 times in total
Download The Game Here
4 days left, that's enough time to complete a game!
Fire And Flames
is what I'm going to be calling my entry to CC25.
(The empty space around the game will be filled with UI elements)
The goal will be to torch up a level beyond a certain threshold depending on the level. However, you have to get out of there alive.
I'm planning there to be a risk v. reward element where you can either stay and set more fires inside of the building or leave and potentially have the building burn out before you pass the required threshold of destruction.
So far, we have animation, collisions, and some fancy rendering (getting a player camera working was a slight pain, then, so was optimizing it so only visible tiles would be iterated through in the rendering).
I want to give the player an assortment of weapons for tackling different situations as well as a simple lighter for when you run out of ammunition with the other weapons.
Levels are three-dimensional, however, you can only be on one Z level at a time. Fire will spread to lower floors if there's a wall connecting them.
There's only one block in the game that won't set fire, and those are the red bricks. I want to try making some levels designed around safe rooms created out of these red bricks. However, no floor tile will be safe from being set ablaze. That means that fires can't spread from other floors into rooms made out of red bricks.
I'm happy with how my optimizations have worked so far in speeding up the program. Initially, the rendering was very laggy. Now, it's very smooth, allowing me to go in later and add the gameplay elements I need to.
To-do List:
►Design more levels (Currently 7 levels)
►Polish the game anywhere possible
Completed Features:
►Add a win screen for when the player completes all levels
►Save the players' best scores per level and number of unlocked levels
►Maybe touch up the play screen's UI?
►Add a fancy weapon switch animation
►Add a goal (each level should have a % damage requirement)
►Add a death state for the player when they reach 0 health
►Add an indicator for the player's current weapon on the right
►Add a level select
►Store the player's best destruction of a level as a percentage
►Level editor (probably made in JS) and larger default level sizes
►Destruction meter (% of level destroyed)
►Minimap
►Add shaped charge weapon
►Make fire and ashes hurt you
►Fire mechanics
►Stair tiles for moving between floors
►Weapons/projectiles to start fires (That totally includes napalm grenades)
Latest Screenshot In Thread:
4 days left, that's enough time to complete a game!
Fire And Flames
is what I'm going to be calling my entry to CC25.
(The empty space around the game will be filled with UI elements)
The goal will be to torch up a level beyond a certain threshold depending on the level. However, you have to get out of there alive.
I'm planning there to be a risk v. reward element where you can either stay and set more fires inside of the building or leave and potentially have the building burn out before you pass the required threshold of destruction.
So far, we have animation, collisions, and some fancy rendering (getting a player camera working was a slight pain, then, so was optimizing it so only visible tiles would be iterated through in the rendering).
I want to give the player an assortment of weapons for tackling different situations as well as a simple lighter for when you run out of ammunition with the other weapons.
Levels are three-dimensional, however, you can only be on one Z level at a time. Fire will spread to lower floors if there's a wall connecting them.
There's only one block in the game that won't set fire, and those are the red bricks. I want to try making some levels designed around safe rooms created out of these red bricks. However, no floor tile will be safe from being set ablaze. That means that fires can't spread from other floors into rooms made out of red bricks.
I'm happy with how my optimizations have worked so far in speeding up the program. Initially, the rendering was very laggy. Now, it's very smooth, allowing me to go in later and add the gameplay elements I need to.
To-do List:
►Design more levels (Currently 7 levels)
►Polish the game anywhere possible
Completed Features:
►Add a win screen for when the player completes all levels
►Save the players' best scores per level and number of unlocked levels
►Maybe touch up the play screen's UI?
►Add a fancy weapon switch animation
►Add a goal (each level should have a % damage requirement)
►Add a death state for the player when they reach 0 health
►Add an indicator for the player's current weapon on the right
►Add a level select
►Store the player's best destruction of a level as a percentage
►Level editor (probably made in JS) and larger default level sizes
►Destruction meter (% of level destroyed)
►Minimap
►Add shaped charge weapon
►Make fire and ashes hurt you
►Fire mechanics
►Stair tiles for moving between floors
►Weapons/projectiles to start fires (That totally includes napalm grenades)
Latest Screenshot In Thread: