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breakout's Introduction

Paul Bernard-Hall

JavaScript | Web | Game

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Currently Focusing On:
Phaser, React, Multiplayer Game Dev, Docker

Deploying with:
Ubuntu, CloudFlare, NGINX, PM2, and Node

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I love building with:

       
                           

     

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breakout's Issues

Implement some sort of score & upgrade system

Score could be increased the faster the level is completed, and include factors like how many hearts/balls are left, how many projectiles the player avoided, awarding more points for certain blocks, (or granting extra score for taking debuff powers)

Score would accumulate overtime and allow upgrades for things like more chance of getting a positive power instead of a negative one, control the ball speed with mouse wheel or slider (more points more control over speed) less damage from different projectiles, more damage to armoured blocks, longer duration of vine wall, less lightning stun time (with eventual immunity), possible extra from bonus ball/heart block, auto heat-seek when a certain number of balls remain...

Release "demo" version on Play Store

Since we already have an .apk we should be able to release it on the Play Store already. This will also be a requirement for testing in-app purchases.

Missing frame on initial load

Sometimes, only on live server, even though the "tiles" spritesheet loads, we get a texture error.

Mashing reload / ctrl+shift r (to force reload without cache) can sometimes reproduce it.

Only happens on live server, cannot duplicate on development

image

Wall Parsing and Tile Placements "Off-Grid"

These are actually made with a bunch of circles, since arcade physics doesn't support slopes.

It only worked out so-so, and can still cause very unexpected rebounds.

This issue might have been caused by my attempts to make a double width wall since 1px walls seems to let balls through occasionally

image

Implement external tileset plugin

I knew about this a long time ago, but only recently ran into it again when trying to change the collision shapes to use larger ellipses (2x2 instead of 1x1). Since Phaser does not support external tilesets, if I edit a tileset in one tiled .tmx project, we have to go back to EVERY SINGLE MAP that uses that tileset that WANTS THE CHANGES, and REPLACE its tileset with the updated external one, and then RE-EMBED IT.

This does not spark joy.

https://github.com/Osmose/phaser-tiled-json-external-loader has not seen an update for 3 years, but might as well give it a shot

Give AI ability to check for and avoid harmful projectiles or debuffs

I am thinking of making the only collision area for projectiles be the ship, so the AI will be able to use that to calculate how much it needs to move based on where the projectile(s) are. Could similarly add this for projectiles & debuffs at the same time. Could add priority to go take the damage if there is a certain health threshold.

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