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GameProgramming2 Final

Game Programming 2 Final Template

Fossil Fuel

Turn-based Couch-PVP Dinosaur Destruction!

Description: Fossil Fuel pits two players against each other in strategic, off-the-rails combat. Players take turns moving the unit of their choice on a grid, then going into battle on a 2D cross-section of the map with destructible environments. The havoc you wreak in this physics-based combat will remain on the map and be visible as you plan your next move. Defeat your opponent's dinosaurs to claim victory and avoid becoming Fossil Fuel!

Controls:

Grid:

  • Move: Arrow keys
  • Select: Space

Slice:

  • Move: Left/Right Arrow keys
  • Aim: Up/Down Arrow keys
  • Fire: Space (hold)
  • Jump: Shift
  • Switch Weapon: Q/E

Genre: Artillery, turn-based tactics

Platform: PC

Folder Structure

\src

\src\packages

\assets

\docs

\build

\build\0.1POC

\build\0.2VS

\build\0.3Final

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gp2portfoliogame-luke-goldfain's Issues

BUG - Characters sometimes clip through ground and fall quickly underground

Sometimes when going from grid movement to attack selection, characters fall through the ground. They fall so quickly that they fall through the oil hazard (which should kill them) and do not collide with that either. The cause of this is currently unknown, though it's clearly linked to the transition to attack select, which applies gravity to the characters.

BUG: "Dead" characters do not disappear until all characters have moved

When a character loses all of its health, it should die at the end of the turn and be no longer targetable. With separation of turns from Unity, this is no longer happening, and until all characters have moved, dead ones stick around and are targetable (however they are not controllable). Something in TurnManager is likely the cause.

BUG - Characters suiciding causes game to get stuck

When a character dies, their code can no longer be executed as they are set inactive.
This causes a specific issue where the code to end the character's turn does not execute, causing the game to stand still.
Waiting to set the character inactive, instead setting them invisible until their turn ends, would solve this.

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