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License: Other
Love2D-based Spaceship Racing Game
License: Other
Make a way to load different levels rather than just the one currently available. This could be where we integrate a level creator like Tiled.
A separate menu that contains:
Goals for the week:
master
Side note:
[x] Get luacheck config loaded so @SuperShadowPlay stops creating global variables
Add a way to change the stats of your spaceship. One might have faster speed or one might be better at turning.
Add a menu that pops up after selecting a map that allows the user to select which ship they would like to use.
That way next time you load up the game you have your previous time records saved.
When completing the No Planets map, the game should unload the map/entities and kick you back to the main menu. It sort of does that now, but leaves the game in an invalid state.
Make a way for the player to change the keybinds of the game to suit their liking.
Currently everything is rendered at all times. Once the maps get bigger (and possibly animated), this will take up a lot of unnecessary resources. We need some sort of service that stops the drawing of objects that are off-screen.
Put the tunnel sprite on a layer above the player's layer, but also put invisible walls lining the tunnel on the player's layer so they can interact with the tunnel.
With the merge of #24, potential errors in our code are now more visible:
To make them more visible in your editor please install the appropriate plugin such as vscode-luacheck for vscode or ALE for vim/neovim. This issue is resolved once we are getting ✔️'s instead of ❌'s by our commits.
Currently the only textured entity is the spaceship itself. Texture all the things!
Currently gravitational_mass is set way too high and it is impossible to play.
Currently you slip and slide around the map everywhere and it's not a whole lot of fun. Find ways to improve the physics and test against the No Planet map.
In this level you would have giant planets that seriously affect the way you have to steer through the course.
Load the test map, then load no planets. If you smash yourself into the wall right below you and go right, you're stopped by the wall that was loaded in on the test map.
Jon suggests it means the fixtures aren't being deleted, so I'll start by explicitly destroying fixtures and then go from there.
https://love2d.org/wiki/Body:getFixtures -- for reference later.
A main menu that shows up when you first boot the game.
Allow the player to resize the window to fit their screen. Hooooo boy this one might be a pain...
Setup a Github Action to create the .love-file and Linux, Windows, and Mac distributions would be nice.
https://love2d.org/wiki/Game_Distribution
Tweak gravitate system so the goldilocks zone is wider. When getting near a planet it is easy to get too close and fall in or to be too far and not get any meaningful gravitational effects from it. Gravity is based on the inverse square. During the last meeting we discussed a linear gravity dropoff would give you a wider band around a planet that could slingshot your ship without providing too much or too little gravity.
To give levels some structure we should create some textures to use as map boundaries and path walls.
Currently, as far as I am aware: checkpoints can only be added to the map in two configurations 2x8 tiles ( checkpoint-gate) and 8x2 (checkpoint). Having larger checkpoint paths would aid in map design for larger more open maps. Even with the improved control ability, sometimes fitting in an 8 tile wide path at any substantial speed is challenging. Maybe Im just bad at the game... but I want to zoooom
This isn't a major issue, I would classify it as a "nice to have" for now.
Add a credit system for unlocking maps and ships.
Little bit of a nit-picky issue, but if the player enters a checkpoint gate and then backs out, the on_end_contact callback executes and closes the gate, preventing the player from completing the track.
Perhaps adding some data to the checkpoint entity that stores the proper path direction and checking if player coordinates are on the other side before closing would solve this bug?
Create entities that would define the start, finish, and midway checkpoints for a race track.
Make an area of the map temporarily speeds up spaceship.
Turbo speeds up player in a specific direction. The sprite should hint at which direction the force is going, maybe sort of arrow shaped.
Clean up any global variables in there while you're at it.
Write a busted script to run in a GitHub workflow that will go through and load each map to ensure no code regressions are introduced that would introduce runtime errors loading any given maps.
It would be a nice feature to have environment tiles that are animated.
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