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A repository for the course Computer Graphics Project to host my game : Ball Tale, which is a 2D action adventure platformer.

Home Page: https://courses.cs.ut.ee/2018/cg-pro/spring/Main/ProjectBallTale

License: MIT License

C# 78.88% ShaderLab 16.17% HLSL 2.09% HTML 2.86%
2d game platformer unity

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balltale's Issues

Logo Proposal: BallTale

Hello!

I'm a graphic designer and I like to support open source projects. I would like to design a logo for your project if you interested, I will be happy to work with you! :)

Best Regards

Baran Pirinçal

Graphic Designer

Refactor the physics engine to a separate package

Since the custom physics engine using raycasts works really well, it would be useful to make this a separate package. Then it could be easily included in new projects just by adding it through Unity package manager.

This refactor would also remove the coupling of code that exists currently, which would mean less headaches further down the road.

Progress

  • Create a new project and repository to host the engine
  • Determine the level of refactoring needed
  • Refactor the code inside BallTale so it is independent
  • Move engine to new project
  • Write tests to verify that everything works as expected
  • Configure package metadata (see also https://gist.github.com/LotteMakesStuff/6e02e0ea303030517a071a1c81eb016e)
  • Remove engine code from BallTale
  • Add in the engine through the package manager
  • Verify that everything works as expected

Implement proper savegame

Currently, the saving of the game happens only if the player exits to the main menu. And even then, only the player info is correctly saved. Everything else doesn't save correctly: for example, the shop contents. Ideally, the saving would happen after a set amount of time or before a big event (a boss for example). This would also need a quick save icon to be implemented.

Other implementations like https://github.com/TeamSirenix/odin-serializer could also be considered to make this work properly, no need to keep using the current asset.

Finish enemy path editor

Currently, setting enemy paths in the editor is not possible. It is only possible to make the enemy move vertically or horizontally and give them an initial direction. By implementing a proper path editor, it would be possible to set any random path between 3 points (middle point and 2 edge points).

Some work has already been done in the EnemyPathEditor.cs class, but nothing functional yet.

Create a release for the game

Currently, there are no releases under the 'releases' tab in GitHub. This means that people who want to play the game have to download Unity and compile the game themselves.

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