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6hourchallenge's Introduction

6 Hour Challenge

Improve the White Blood Cell mobile game in 6 hours.

Time Log

Event Date Time
Challenge start 2023/2/22 12:30PM EST
Initial commit 2023/2/22 01:00PM EST
First checkpoint 2023/2/22 04:10PM EST
Lunch break (time pause) 2023/2/22 04:30PM EST
Lunch break end (time resume) 2023/2/22 05:10PM EST
Second checkpoint 2023/2/22 05:55PM EST
Final checkpoint 2023/2/22 07:10PM EST
Challenge over 2023/2/22 07:10PM EST

Planed Features

After briefly playtesting the game, I came up with the following changes that I'd like to make to the game:

  • Changes to game mechanics:
    • Make Viruses eat the Red Blood Cells instead of having them be idle.
    • If a Virus consumes a Red Blood Cell, a score penalty is applied.
    • Consuming Viruses extends the player's momentum.
    • Turn system overhaul:
      • Change the turns system to use an analog bar instead of a fixed number of turns.
      • Make the turns bar deplete on its own to disincentivize camping/farming.
    • Boost system overhaul:
      • Display boost direction and force as the player charges the boost.
      • Apply drag to player movement.
      • The longer a boost is charged for, the more of the turn bar is depleted.
  • Fixes/improvements:
    • Fix UI canvases to properly scale dynamically.
    • Add juice to players consuming Viruses/Red Blood Cells.

Unplanned Extra Features

The following features were added during the 6 hour window which weren't originally planned, but either came up organically during the development process or were deemed necessary while playtesting:

  • Replace UI assets.
  • Font change throughout the UI (now using Indestructible Type's Gnomon font).
  • Spawn enemies in bursts with delay inbetween each enemy in the burst.
  • Preview the amount of energy that will be consumed in the movement bar.
  • Added background graphic so that walls are visible.
  • QOL: If a player clicks/taps for a tiny fraction of time (accidental double-click, bad debounce settings, etc.) the action is ignored, energy is refunded and previous velocity is maintained.
  • Added hitfreeze alongside camera shake.
  • Made player trail opacity fade as velocity reaches 0.
  • Reworked shake system.
  • Vibration when entities are consumed (untested).

Post-Challenge

There are still some things I want to do with this project. I've stored the project as it was when the challenge ended on a separate branch, and the main branch will contain any future changes I make to the game. Here are some of the changes I've already started considering:

  • Fancy animated transitions between screens (main menu/game/game over)
  • Animations for the player and various entities for when they are consumed, when the player is launched or bounces, etc.
  • High score storage for display on Game Over screen (I was hoping to do this during the challenge, but I ran out of time when implementing the screenshake and hitfreeze)
  • Sound effects are always a welcome addition and definitely improve the game feel, so if I find a way to obtain some sound effects it would be great to add those as well.

6hourchallenge's People

Contributors

jaydedcompanion avatar daskalosjsm avatar

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