#Figment ###by Phoenix Studios
Alexander Atanassov
Margo Sikes
Jabari Weathers
Eric Zhu
===
For Windows, run Prototype_2.exe to play!
For Macs, run Prototype_2(Mac).app to play!
Instructions:
- Move the player with "WASD" or the arrow keys
- Melee attack with "H"
- Drop respawn point with "F"
- If the player has a respawn point, they will return there upon dying
- To win, find and open(attack) the repressed memory, which looks like a chest
- Touch a glowing spheres to regenerate your health upon exiting the room
===
Change log:
4/22/14
- starting to put everything in prefabs
- I'm so stupid, this would've made things so much easier if I had these weeks ago
- experimental combat fully implemented
- sifters charge their attack
- hold onto the attack button to charge
- the longer you charge, the greater the force and damage dealt by the attack (up to a cap)
- discourages mashing the attack button because of low base damage and force
- move speed decreases while charging
- discourages holding down the attack button the whole game
- bug where sifter sometimes refuses to charge after getting hit while charging
- sifter animations transition much smoother and more accurately
- lost the idle animation though
- enemy animation changes upon being hit
- sifter health does not reset upon room change
- added a health regen sphere in the start room
4/18/14
- art/environments:
- changed forest door sprite image
- adjusted sprite layering (so transparent forest walls will no longer be visible through any forest doors)
- experimental combat mechanics and animations (all in Room2)
- attacks push the target, the force is variable
- sifter attack delay to coincide with animation (still needs polish)
- sifter can attack while moving without breaking the animation (still needs polish)
- sifter reaction animation to being hit
- sifter death animation upon being killed
- enemies attack animation only plays when they've successfully hit the player
4/16/14
- added new scene: Room4
- enemies can now only damage the player (friendly-fire removed)
- added one track of background music
- the respawn point can now be in any room
- press "F" to drop the respawn point at the player's location
- unrestricted usage for now
- changed format of all sprites from Truecolor to either 16 bits or Compressed to stay under Git's 100MB file limit
- added repressed memory/victory condition
- added victory screen
4/14/14
- most environmental art (walls, doors, trees) now implemented as sprites
- room point lights have been removed
- instead the room's ground is self-illuminating
- player animation mirrors appropriately when pressing the movement keys separately
- fixed idle and attack animations to come
- player is followed by an animated orb
- player health is indicated by a green bar above the character
- the bar shrinks in width when health lowers
- when player health = 0, the bar will no longer be visible
- can quit the game through Game Over menu
4/9/14
- art and animations:
- isometric design: 2D art in 3D environment
- implemented environmental art
- implemented chest animations
- partially implemented player and enemy sprites
- placeholder healthbar, yet to be implemented
- combat:
- certain gameObjects are Damageable: player and enemies
- combat is all melee, with direction-sensitive cone hit-boxes
- friendly fire possible for additional realism
- semblance of enemy AI:
- enemies follow the player
- smaller enemies will try to hold the player down for the larger enemies
- enemies and players have health
- death:
- enemies destroyed upon losing all health
- respawn point for player:
- opening a chest will allow a player to respawn at that location upon death
- will remember the respawn point even upon exiting that room
- will reset the chest and respawn point after respawning
- player sent to Game Over screen if killed without a respawn point
4/2/14
- added instructions
- very basic enemy AI
- follows player
- very basic destroy enemy mechanic
- reduce health on click
- when health reaches zero, disappears
- sprite sheets for an enemy and chest done, yet to be implemented though
3/26/14
- added menu screen
- added "health" counter to enemies (each enemy takes three clicks to kill)
- enemies blink red when hit
- palm trees and more!
3/12/14
- everything
- executable file ("DemoVersion_3_12_14.exe") is our game so far