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gamejam-slaythedragon's Introduction

Slay the Dragon

An HTML5 game made with Superpowers for Slow Game Jam, March 2017.

Description

Falling into a cavern, you are joined by similarly equipped heroes on a quest to slay the dragon waiting at the end. Each of you can hold only one item: a weapon, food, or gold. The items you choose to carry, use, or drop will determine your success at slaying the dragon and escaping the cavern.

Credits

Programming and Design

Flying Katsu

Art

SFX

Little Robot Sound Factory's free asset packs

Music

Kevin MacLeod

"Bit Quest", "Overworld", "Adventure Meme", "Mighty and Meek", "Call to Adventure", "Crossing the Chasm", "Crunk Knight", "The Pyre". Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License http://creativecommons.org/licenses/by/3.0/


Made with Superpowers collaborative game editor, from Sparklin Labs

gamejam-slaythedragon's People

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gamejam-slaythedragon's Issues

Custom Collisions

Write custom collisions script to make it easier to detect non-solid collision interactions

Tilemap

Design according to the mockup:

Level mockup

See #1 for layer and tile properties

TunnelWarp interaction

Add TunnelWarp behavior to check if colliding with Hero or Player actors. If so, warp their position to HeroSpawner.

Set up HUD

  • Controls
  • Heart counter
  • Gold counter
  • Hero death counter
  • Hero kill counter
  • Dragon status

Gold Counter and Item Behavior

  • Increment when pick up gold
  • Decrement when drop gold or swap with non-gold item
  • Item swap behavior: if both items are gold, destroy target item but do increment gold counter
  • Item use behavior: if hero NPC is nearby, alert them to GOLD?!

Disappearing Items

Items dropped in the tunnel (bottom) continue falling into nothingness since they don't collide with the warp trigger.

Modify the trigger behavior to warp items as well as actors.

Scene hierarchy

  • Root
    • BG
    • Map (statically added as prefab)
      • Collision Layer 0
      • Interactive Layer 1
      • Main Layer 2
      • Detail Layer 3
      • Tile Set Properties
        • Fruit Spawner Property
        • Tree Trunk Property
        • Dirt Property
        • Treasure Chest Property
    • Markers
      • HeroSpawner
      • TunnelWarper
    • Platforms (statically added as prefabs)
    • Items (dynamically added from prefabs)
    • Heroes (dynamically added from prefabs)
    • Dragon (statically added as prefab)
    • Player (statically added as prefab)
    • Camera
      • FixedBG
      • FixedFG
      • HUD (statically added as prefab)

Player item behavior

  • Player Actions
    • Move
    • Jump
    • Swap item
    • Use item
  • Player Interactions
    • Contextual Player Actions
      • Drop item
      • Take item
      • Ride platform
      • Leave platform
    • General Item Usage by Player
      • Eat food
      • Use weapon
        • Swing Sword
        • Swing Axe
        • Thrust Spade
        • Shoot Gun
    • Use weapon on InteractiveBG
      • Open Chest
      • Cut down Fruit
      • Chop Tree
      • Dig Dirt
      • Water FruitSpawner

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