Assignment 3 Development Progress
The size of this game is a bit beyond our expectations, so in order for us to have a clear goal, I wrote a goal table for the group, which contains the program functions that need to be implemented, the art style.
Below is a table of target I set for our game:
Jump (jump can kill enemy)
Attack (Press X,Need to set the attack interval)
Horizontal platform (X-axis)
Vertical platform (Y-axis)
Invisible Block(Transparency is 0)
Destructible stone gate(When the player attacks the stone gate, the stone gate will shake)
Regularly descending spikes(spikes that have been falling from above to below, but the attack interval needs to be longer)
Continuously regularly deformed spike(Change back and forth between getting bigger and smaller)
Trigger the block that breaks the platform(Orange)
Trigger the Block of the show animation(Blue)
Trigger the Block when the door is closed (Yellow)
Trigger the Block that changes the protagonist to change the size of the lighting range(Green)
The opening of the door of the final goal (provided that the heart item is obtained)
Horizontal moving monster
A monster that does not move and sometimes emits flames around it
Ranged monster that shoots bullets at you
Continuously fires bullets at the player
When the player jumps to a platform, the platform above him is revealed
The character touching the boss's image will not lose hp, but if character attack it, boss will lose hp.
Boss has a regular combination of moves, allowing players to learn how to avoid.
The heart from protagonist.
Different forms of the protagonist after getting the item:
Get Power Jump Shoes: Character Change his shoes
Get the cape: The character wears the cape
Get the Sword in the Stone: The character holds a sword
Video(fade in black) and it playback
Video(fade in white) and it playback
Scene 1 and Scene 1.5 (these two scenes are in the same big scene)
Medieval scene:Limbo + Deadcell
The scene above scene 1 is scene 1.5 (the set height is the height that the player can't even see the double jump)
Scene 1.5 is high in the sky, so the base environment consists of some clouds (try the cloud design with a different layer if we have much time.)
Continuing the overall style of scene 1, there is a small river at the bottom left of the scene.
rising liquid(water,poisonous water, lava)
Find a BGM for each stage of the boss (3 in total)
Dark Cave Scene: Dark, relying on ambient light to embellish the environment
Snow scene: After everything is over, character walks away alone in the snow. (A very long scene, because it has to be performed with the subtitle.)