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#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

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