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genjeweled's Introduction

genjeweled

this is project is no longer in development, and will be remade into godot 4 in the future

based off of popcap/ea's bejeweled series, this project aims to:

  • teach myself java, libgdx, game/software development
  • recreate some good childhood memories and dreams of building something like this
  • show others and hopefully make someone's evening

roadmap

take a look at the issues board for what exactly is coming in the future!

contributing

this is mostly intended as a solo project, but i am completely wandering in the dark in terms of learning game development, proper structures, and more (and piecing together information i've learned online). so if you have any suggestions or know what I should do, feel free to make an issue! alternatively, you can add me @ jadey#6671 on discord to speak with me directly if you have any concerns.

genjeweled's People

Contributors

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Stargazers

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Watchers

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genjeweled's Issues

swipe movements

upon a swipe, a gem should be able to automatically be able to switch places in the direction of the swap (up down left right), without disturbing the point and click logic

actual main/title screen

just a silly little "click here or press any key to continue" won't work anymore (besides, you can't press a key! what a scam!), so i'll add a button or two and maybe if we can get to save implementation before release, a continue button (ooooh, aaaah)

base SFX design

don't have the ability to make tunes yet, but maybe find some tunes for gem match, special gem creation, and detonation?

properly address gemfall

as it stands, when cascades happen (ignoring the fact that animated gems do not exist), the game is unable to process after the first cascade (by design)

cascades need to happen in tandem with both regular gems falling and be able to track individual cascades set off by other gemfalls (if necessary)

gem animations on move + gravity

gems should move! duh! currently they just teleport, but the next step is embedding positional metrics + when a gem is not moving (so that matches don't happen willy nilly) in the gem class. then we can actively draw moving gems and tweak the speed of them so that they're able to slide around with ease

multiple gem swapping

w/ bejeweled twist and others, there's a question on

  • should moves be valid?
  • what other swapping indicators can we implement
  • how do i do this without utterly breaking setInputProcessor?

eventually i want to be able to add the ability to swap twist and swipe movements!

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