space-trail's People
space-trail's Issues
Implement fonts
Make the Early Game Boy the default font for our text.
This would be changed in the default parameters of createButton.
I'm not sure how to use import a custom font for Phaser 3, but there's definitely something on Google.
Need to add button
Implement UI
Add Launch Scene
- Figure out layout
- Figure out specific game mechanics of launch
- Find assets for scene
- How to call next scene, most likely will be done by loading an instance of the next scene and deconstructing the current scene
Mediocre
Add event system
- Research how scenes work
- Write boilerplate
Create a list of all the needed events and their corresponding scenes.
- Determine dynamic and static scenes, as in interaction.
- Create base classes for each scene
Hole in the Ship Event
Follow this picture for the general layout of the scene. Make sure to NOT hardcode the units in pixels, code the dimensions of anything on screen in terms of the height or width of the screen, just in case we decide to make it bigger or smaller:
To close the issue make sure these things are done
- Center all assets along the backing scene rectangle
- Event scene does not overlap with the UI
- Buttons actually change the stats object when pressed
The picture doesn't have buttons. Have 2 buttons: one that takes away the hole in the ship, but you lose 3 spare parts, and one that allows for the player to go to the next scene but the whole crew will die in 3 turns.
Create BaseScene and BaseEvent classes
BaseScene will have all the things needed in all the scenes: stats passed into the constructor, and an objects attribute added. All scenes will be a child or grandchild of this class.
BaseEvent will inherit from BaseScene. Because every event will have generally the same layout, there's no reason to rewrite it for all events. This class will include:
- Main event graphic
- Event Title
- Event Description
- Event Choices
Each of these bullet points is going to be an attribute of the scene instance so it can be changed as the game progresses.
Example
Comment here
Space Sickness Event
Follow this picture for the general layout of the scene. Make sure to NOT hardcode the units in pixels, code the dimensions of anything on screen in terms of the height or width of the screen, just in case we decide to make it bigger or smaller:
To close the issue make sure these things are done
- Center all assets along the backing scene rectangle
- Event scene does not overlap with the UI
- Buttons actually change the stats object when pressed
The picture doesn't have buttons. Have 2 buttons: one that takes away the space sickness, but you lose a medicine, and one that allows for the player to go to the next scene, but you keep the space sickness.
Low Oxygen Event
Follow this picture for the general layout of the scene. Make sure to NOT hardcode the units in pixels, code the dimensions of anything on screen in terms of the height or width of the screen, just in case we decide to make it bigger or smaller:
To close the issue make sure these things are done
- Center all assets along the backing scene rectangle
- Event scene does not overlap with the UI
- Buttons actually change the stats object when pressed
The picture doesn't have buttons. Have 2 buttons: one that takes away the low oxygen but costs 1 oxygen and one that lets you proceed but kills an astronaut per turn for 2 turns.
All event thumbnails
- Low Temperature
- Low Oxygen
- Space Sickness
- Electrical Problem
- Hole in the Ship
- Broken Command Panel
- Broken Temperature Gauge
- Broken Light Panel
- Broken Rehydrator
- Concussion
- Broken Water Purifier
- Low Food Supply
- Misplaced Supply
- Homesick
- Engine Failure
Implement Inventory/Stats system for the player.
The only really important thing about this is that it's stored globally so that different scenes can make use of it.
Broken Light Panel Event
Follow this picture for the general layout of the scene. Make sure to NOT hardcode the units in pixels, code the dimensions of anything on screen in terms of the height or width of the screen, just in case we decide to make it bigger or smaller:
To close the issue make sure these things are done
- Center all assets along the backing scene rectangle
- Create broken lightbulb asset
- Event scene does not overlap with the UI
- Buttons actually change the stats object when pressed
The picture doesn't have buttons. Have 2 buttons: one that takes away the light panel event, but you lose 2 spare parts and one that allows for the player to go to the next scene.
Electrical Problem Event
Follow this picture for the general layout of the scene. Make sure to NOT hardcode the units in pixels, code the dimensions of anything on screen in terms of the height or width of the screen, just in case we decide to make it bigger or smaller:
To close the issue make sure these things are done
- Center all assets along the backing scene rectangle
- Event scene does not overlap with the UI
- Buttons actually change the stats object when pressed
The picture doesn't have buttons. Have 2 buttons: one that takes away the broken wires, but you lose 2 spare parts, and one that allows for the player to go to the next scene but the electrical problems persist.
Determine if ButtonScene is needed
- Is there anything that ButtonScene can do that Button cannot?
Ex: ButtonScene has some attribute or some functionality that would make it useful for it to be its own scene, otherwise Button can just be rendered in each turn scene, each with its own callback to the next scene.
Implement randomized scene selection
- Figure out optimal data structure
- Figure out how to link to each event
Broken Temperature Gauge Event
Follow this picture for the general layout of the scene. Make sure to NOT hardcode the units in pixels, code the dimensions of anything on screen in terms of the height or width of the screen, just in case we decide to make it bigger or smaller:
69 nice
To close the issue make sure these things are done
- Center all assets along the backing scene rectangle
- Event scene does not overlap with the UI
- Buttons actually change the stats object when pressed
The picture doesn't have buttons. Have 2 buttons: one that takes away the broken temp gauge, but you lose 1 spare part, and one that allows for the player to go to the next scene, but the temp gauge remains broken..
Low Temperature Event
Follow this picture for the general layout of the scene. Make sure to NOT hardcode the units in pixels, code the dimensions of anything on screen in terms of the height or width of the screen, just in case we decide to make it bigger or smaller:
To close the issue make sure these things are done
- Center all assets along the backing scene rectangle
- Create snowflake asset
- Event scene does not overlap with the UI
- Buttons actually change the stats object when pressed
The picture doesn't have buttons. Have 2 buttons: one that takes away the low temp, but you lose a canister of water, and one that allows for the player to go to the next scene.
Implement basic title screen
Broken Command Panel Event
Follow this picture for the general layout of the scene. Make sure to NOT hardcode the units in pixels, code the dimensions of anything on screen in terms of the height or width of the screen, just in case we decide to make it bigger or smaller:
To close the issue make sure these things are done
- Center all assets along the backing scene rectangle
- Event scene does not overlap with the UI
- Buttons actually change the stats object when pressed
The picture doesn't have buttons. Have 2 buttons: one that takes away the broken command panel, but you lose 2 spare parts, and one that allows for the player to go to the next scene but keep the broken command panel.
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