Giter Site home page Giter Site logo

brackeysjam2024.1's Introduction

BrackeysJam2024.1

Our game submission for Brackey's Game Jam 2024.1

brackeysjam2024.1's People

Contributors

bratah123 avatar angietea101 avatar revvmp avatar deltzio avatar kookiiestudios avatar

Watchers

 avatar

brackeysjam2024.1's Issues

Users can interact with collectible resources

  • Collectible resources should be present in the overworld
  • Collectible resources should be present in dungeons
  • Interacting with them should allow the user to obtain items
    • Items can be recovery potions
    • Items can be gear
    • Items can be other materials that can be sold to shops

Create dungeon room layouts

  • Create/import suitable tile maps (check with Deltzio)
  • Create at least 10 different dungeon room layouts for normal rooms using tile map
  • Devise some way of noting plausible spawn points in each layout
  • There should be more spawn points planned than used
    • Procedural generation step will pick which spawn points to use via RNG
  • Create at least 2 different layouts for boss rooms
    • (optional) gimmicks in boss rooms, like loot boxes or destructible scenery

[FEAT] Link Main Menu Buttons

Link Main Menu Buttons to the lobby_dungeon scene. (When player clicks on Start Game button, send them to lobby.

When player clicks on Help button, send them top another Help Menu page that displays the controls (and credits if want)

Users should have scores tracked

Global variables

FLOORS

  • Simple accumulator for number of floors cleared in dungeon

BOSS_KILLS

  • Simple accumulator for number of bosses killed

HEAL_POT_COUNT

  • Simple accumulator for number of healing potions consumed

DEBUFF_POT_COUNT

  • Simple accumulator for number of debuff potions consumed
  • Should not be incremented if players consumes one when effects from the same kind of potion have not yet expired

TIME_PLAYED

  • Number of seconds spent in the dungeon

Tabulation functions

calculate_score()

  • Increment using some function of the number of number of floors
    • It should scale more than proportionally with dungeon depth
      • i.e. fewer floors => more linear; more floors => larger increment per floor
      • e.g. + floori(exp((FLOORS-9)/7) + (FLOORS/10) + 1)
    • If implementing critical hits via boss weak spots, perhaps increment another accumulator for crits
      • e.g. + (CRITS * floori(pow(BOSS_KILLS/13, 2) + 1))
  • Variable change on potions consumption
    • Decrement for healing potions (e.g. - (15 * HEAL_POT_COUNT))
    • Increment for debuff potion (e.g. + (1000*DEBUFF_POT_COUNT*floori(BOSS_KILLS/3)))
  • Decrement for some function of time played
    • I.e. if you can clear more mobs in less time, your score will be better
    • e.g. - pow(floor(TIME_PLAYED/320), 2)

Users should have an inventory

  • Shortcut key to open inventory menu
  • Inventory menu UI for browsing items in inventory
  • HUD for current selected consumable (optional)
  • HUD for current weapon (optional)

Users can "talk" to NPCs

Add an NPC framework, that essentially is an NPC that stands there, but whenever a player walks up to its range, a dialogue box sorta expands (tween animation) with some text.

Users can use joke items

Joke Weapons

Items that don't do much damage but might be fun for bullying mobs

  • Wooden Stick
    • High knock-back; always deals 1 damage
      Image
  • Harisen
    • Causes flinch on enemies; short duration; no damage
      Image

Debuff Potions

Obtainable from merchants

  • Moonshine
    • Inflicts Blind:
      • Reduce FOV for 300s
  • Untreated water
    • Inflicts Sick:
      • Reduce Max HP for 300s
      • Reduce Attack for 300s
  • Gin
    • Inflicts Drunk:
      • Reduce Accuracy for 420s
      • DoT 1 HP every 15s

Users can buy items

## Natural recovery
- Slowly recover HP in home

Merchant

  • Sells items (stock is RNG)
    • Healing potions
    • Debuff potions
    • Weapons (see #6)
  • CharacterBody2D object in dungeon
  • Can be interacted with
  • Displays shop menu
  • Can only sell items
  • Has sanity checks for currency
  • Has warnings for purchase attempts that may exceed carry limit

[ASSETS] Starter assets

High priority visual assets to start the project with

Sprites

Chest

  • Idle
  • Hit (i.e. get hit by player)
  • Death

Character

  • Idle
  • Walk
  • Roll
  • Attack
  • Hit (i.e. taking damage from mobs)
  • Death

Sword

  • Idle
  • Swing
    (No break sprites - assume no durability)

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.