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podescape's Issues

[Feature] Placeable dynamic firewall obstacle as per main screen background

Is your feature request related to a problem? Please describe.
No

Describe the solution you'd like
It was envisioned that one of the things that interferes with the Pods ongoing movement was 'the firewall'. The original concept had the pod bending the firewall and it popping with a shower of sparks. First iteration will be one that raises and lowers if on the floor or lowers and raises if on the ceiling.

Describe alternatives you've considered
Curved and bursting firewall.

Additional context
See main screen from 0.2.0 or before.

[Bug] Player can't restart the game when he dies

After the player dies there is no option to restart the game.

To Reproduce
Steps to reproduce the behavior:

  1. Play
  2. Die (by colliding with something)

Expected behavior
Show death GUI and restart option

[Feature] Smoother jump animation

Is your feature request related to a problem? Please describe.
At the moment when the pod jumps it immediately transitions to a single frame of the jumping animation.

Describe the solution you'd like
As there are more jump frames available for the jump animation it would be nicer visually if we were able to use more and make the transition smoother.

Describe alternatives you've considered
Alternatively we could be rotating the sprite instead of having the rotation built into the jump frames, but that would likely have to be part of a broader re-implementation of the sprites in use.

[Bug] Dashing into obstacle may get you stuck

Describe the bug
Sometimes when dashing into an obstacle your character will simply stop, not die, and you can't move anything

To Reproduce
Not reproducible 100% of the time.

Steps to reproduce the behavior:

  1. Start game
  2. Dash into obstacle
  3. Maybe get stuck and unable to do anything

Expected behavior
You die

Screenshots
If applicable, add screenshots to help explain your problem.
https://cloud.spytec.se/s/wC3LQxEjJTa77HX

Desktop (please complete the following information):

  • OS: Windows 10
  • Browser: Firefox
  • Version: 76.0b8

Unable to use Ctrl+Enter to play

Describe the bug
A clear and concise description of what the bug is.
redhat

To Reproduce
Steps to reproduce the behavior:

  1. Go to '...'
  2. Click on '....'
  3. Scroll down to '....'
  4. See error

Expected behavior
A clear and concise description of what you expected to happen.

Screenshots
If applicable, add screenshots to help explain your problem.

Desktop (please complete the following information):

  • OS: [windows 7]
  • Browser [Firefox]
  • Version [88.0 (64-bit)]

Additional context
I have checked my keyboard other functionalities like space and wad are working fine only ctrl+play isn't working not sure if it's a bug or not.Or maybe it's Functionality are missing.

[Bug] Pause overlay behind the first layer of the parallax

Describe the bug
The pause overlay is hiding behind the first layer of the parallax art.

To Reproduce
Steps to reproduce the behaviour:

  1. Start the game
  2. Pause when there is a visible object in the first layer

Expected behaviour
The pause overlay should be in front of the parallax

[Feature]

Is your feature request related to a problem? Please describe.
Yes, deployment is manual

Describe the solution you'd like
Automation for deployment and upgrades

Describe alternatives you've considered
I think the big pain points now are:

  1. how do we automate the creation of the webassembly from the godot engine? (right now we manually build that and git push to here).
  2. how can I deploy both a staging env and a prod environment?
  3. how do I automate builds to staging and "push button" promotion of staging to production for each component of the app?

Options to consider - Ansible, Operators, Helm 3, Tekton pipelines

Additional context
Ideally, we can keep this process entirely inside the OpenShift platform. Can we get godot in a container to automate the build our webassembly?

[Feature] Creates the GameManager

We need to create the GameManager class.

This class should be the responsible to manage the game state and the game parameters (like level, speed, points, etc). It probably should be autoloaded/singleton class that can be access from all the game scenes and keep its state.

[Feature] Make high scores more personal

Is your feature request related to a problem? Please describe.
At the moment the high score entries look like

  • generated-podname score
    e.g.
  • qpid-5-a8y42 32767

where the podnames generated are similar to what real pod names would be if they were not a part of a statefulset

Describe the solution you'd like
It has been discussed that a desire exists to move to a model where we have

  • 3LTR PODNAME SCORE
    e.g.
  • RNK proton-6-b9z53 65535

so that players could input their three letter initials to go along with the existing mechanism.

Describe alternatives you've considered
If this was a part of a specific authenticated installation deriving identity from there might make sense but is likely overkill in this case.

Additional context
As Pod Escape is a somewhat arcadey experience the three letter, for three player initials, likely makes sense for the moment.

[Bug] Jump action persists after dash

Describe the bug
When jumping and dashing, whenever your dash finishes the jump action will resume where it was when you started dashing. This causes some strange behaviour with falling very fast after a dash or jumping after a dash

To Reproduce
Steps to reproduce the behavior:

  1. Start to jump
  2. Immediately dash
  3. See jump continue after dash finishes

or

  1. Start to jump
  2. Wait until jump starts to fall down and dash
  3. See Pod fall quickly after dash finishes

Expected behavior
Consistent behaviour after dash, such as just falling regularly

Screenshots
If applicable, add screenshots to help explain your problem.
https://cloud.spytec.se/s/3sEA6k8fEixogar

Desktop (please complete the following information):

  • OS: Windows 10
  • Browser: Firefox
  • Version: 76.0b8

[Feature] Player's Run State

We need to implement the Player's move state to be used in our StateMachine. It is already partially implemented, but need to be changed, tested and polished. Right now the player needs to use the A and D key to move, backward and forwards.

Describe the solution you'd like

  • The user doesn't need to hold key to the character runs;
  • The character will be always moving forward (to the right);

Additional context
It's important to identify the state transitions to this state.

[Feature] Implement Endless Running using random scenes

As per the director's pitch doc, as a first step to having an endless runner that has actual content we need a player character that runs automatically from left to right with tiles that are automatically created as they are oncoming and destroyed as they are past and thus are off-screen to the left of the character.

[Bug] POD Escape Logo not centered with the "Play" and "credits" buttons

Describe the bug
The "Play" and "credits" buttons with the "POD Escape" logo?

To Reproduce
Steps to reproduce the behavior:

  1. Go to '.podescape.io'

Expected behavior
A clear and concise description of what you expected to happen.

Screenshots
If applicable, add screenshots to help explain your problem.
Screen Shot 2020-04-29 at 10 52 03 AM

Desktop (please complete the following information):

  • OS: [All]
  • Browser [All]
  • Version [All]

Smartphone (please complete the following information):

  • Device: [All]
  • OS: [All]
  • Browser [All]
  • Version [All]

Additional context
If it's a graphic issue, I can add a new bg with a more centered logo.

Create the PlayerStateMachine

We need to create the player state machine to deal with the player states and state transitions.

Possible Player states:

  • Idle
  • Run
  • Jump
  • Fall
  • Dash
  • Slide
  • Grappling
  • Whipping
  • Dead
  • Taking Damage

[Feature] Create a countdown at the start of the game

Is your feature request related to a problem? Please describe.
Sometimes when starting the game you need to jump immediately and that can be a very quick death.

Describe the solution you'd like
A 3-second countdown

Describe alternatives you've considered
Starting always with a blank level (those two solutions can work together).

Additional context
N/A

Implement "Go Fast" controls

Once we have Endless Running, #3, we can begin to implement actions for our player character ADA. ADA needs to be able to "Go Fast" through both sliding and dashing mechanisms. This issue needs updated input handling as well as either test or rough animations for each of slide and dash.

[Bug] Screen shake glitch

Describe the bug
The player doesn't return to running naturally after a screen shake.

To Reproduce
Steps to reproduce the behaviour:

  1. Dash
  2. In the dash, the player starts to not move smoothly

Expected behaviour
The player should keep moving smoothly

[Feature] Basic Menu System

Is your feature request related to a problem? Please describe.
No.

Describe the solution you'd like
We need to create a simple menu system for the game. User story style card below:
As a player I would like to be able to start a new game, pause my current game, exit the current game, view highscores, and configure my options (like controls, resolution, etc). I'd like to be able to do this by using either a keyboard or a gamepad.

Describe alternatives you've considered
None

Additional context
None

Automation for Pod Escape

Is your feature request related to a problem? Please describe.
Yes, deployment is manual

Describe the solution you'd like
Automation for deployment and upgrades

Describe alternatives you've considered
I think the big pain points now are:

  1. how do we automate the creation of the webassembly from the godot engine? (right now we manually build that and git push to here).
  2. how can I deploy both a staging env and a prod environment?
  3. how do I automate builds to staging and "push button" promotion of staging to production for each component of the app?

Options to consider - Ansible, Operators, Helm 3, Tekton pipelines

Additional context
Ideally, we can keep this process entirely inside the OpenShift platform. Can we get godot in a container to automate the build our webassembly?

[Feature] Audio off from the start menu

Is your feature request related to a problem? Please describe.
Sometimes people want to turn off the audio before start playing

Describe the solution you'd like
Have a button to turn off audio in the menu.

[Feature] Dynamic block obstacle

Is your feature request related to a problem? Please describe.
At the moment all the block obstacles are static. It would be more interesting if they were dynamic in some way.

Describe the solution you'd like
Describe alternatives you've considered
Two potential ideas to add more life to the block obstacles:

  • Add code that utilizes the bottom sections to make that configurable, i.e. how many bottom sections would be there on the bottom thus changing the overall height.
  • Use a tween like with the firewall obstacle so that the block would raise up and then fall suddenly back to the ground with a bang and a shake.

Additional context
This is a popular mechanism in other 2D platformers / runners.

[Feature] Dialog Popups / Cutscenes

Is your feature request related to a problem? Please describe.
No.

Describe the solution you'd like
Some sort of styled (and hopefully animated) text popups will likely be needed. These could be used to inform the player about in-game stuff and convey story. And possibly to prompt for player choices.

I'm thinking of classic RPG type boxes with words spelled out one-by-one as the dialog displays the text. It could also be a more modern style with a hi-res image in the bar and text animating in to the scene.

We could also use this at game start to set the story for the players. In that case it could have some visual line toward the pod sprite indicating the thoughts are coming from the player's character. e.g. "Who is trying to delete me?! I've got to get off this cluster!" --- but less cheesy. ;)

Describe alternatives you've considered
We could hand create these per scene and dialog needed but that seems like a lot of overlap/rework.

Additional context
None

Provide revision 2 art concepts

We want to complete our round of initial concept art by doing a pass using our art guidelines:

  • Strong, bold shapes
  • High contrast
  • Monochrome (black, white, & red)

[Feature] Slide feature

The slide animation needs to be lowered down a little and the collision box updated in consequence

[Doc] Improve the README

Our README file is really bad, we should improve it adding more information about the project.

  • Godot supported version;
  • External links;
  • Contributors;
  • License;
    ... more?

[Feature] Player's Dash State

The player must be able to increase its speed for a moment. It can be done using the dash movement, while in the air. It should not affect the player's vertical speed.

Describe the solution you'd like

  • The player can only use the dash while in the air;
  • The player speed increases for a moment (not the camera movement);

Describe alternatives you've considered

  • Maybe the dash movement can also be used while in groud?

[Feature] Player's Air State

The state is partially implemented already. This state will deal, in fact, with two sub-states: Fall and Jump.

Describe the solution you'd like

  • The jump state can only be used when the player is on the ground;
  • The jump should apply an impulse to the player in its vertical axis and keeps its horizontal velocity the same;
  • The player should NOT be able to move the player while in the air;
  • The player will enter into the fall sub-state when its vertical speed starts to get bigger than zero;

[Bug] Hangs at end of the game if high scores service unavailable

Describe the bug
I'm seeing a bug when I'm not running a highscores service. The game hangs on time expiration.

To Reproduce
Play the game until the expiration time

Expected behavior
TBD - but maybe something like display a "highscores unavailable" warning
maybe cache the highscore to send asynchronously later

Screenshots
NA

Desktop (please complete the following information):
Mac OSX

Smartphone (please complete the following information):
NA

Additional context
NA

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