lenivik / 2d-bird Goto Github PK
View Code? Open in Web Editor NEWMobile, 2D Bird Game
Mobile, 2D Bird Game
Main Menu Score
Menu Navigation SFX
Gameplay Score
Flapping Static SFX
Flapping Input SFX
Collision with enemy SFX
Enemy SFX
List of birds playable in game:
We need to develop a full screen animation to hide the jump between menu and Play game.
Must work with theme of game.
Must hide possible shift in scene.
Found within "icons" folder a very simular but slightly pixelised version of the Zzz you made.
Current if obsicle is of screen warning shows then disappears.
Obsicle warning should also flash, even if the player will never see obsicle.
Consistancy is key ;)
I double checked if I was holding down to long but nope. When going through the first cloud you lose a bar of energy. This bug does not happen every time (possibly dependent on cloud spawn?)
Updated the default bird closed wing frame to not be so boxy.
https://drive.google.com/file/d/0B_g23tGNHUBPT0FJTGo3M3ZqbE0/view?usp=sharing
Implement player distance count, visible on screen. Count in standard units, increasing in quantity of +1.
Distance count attached to Player and not Camera Distance.
Your Score - Highest score
Your Coins - Total Coins
Lets discuss.
Player - Variations
Enemy - Variations
Enemy Indicators
Main menu tiles
Game Typography
Player Death Animation
Obstacle Assets
Background Tiles
Found in Default bird Frames folder https://drive.google.com/drive/folders/0B_g23tGNHUBPbjB0TzlJSlB3aTQ?usp=sharing
Multiple cloud assets will be developed for variety. Player character will fly behind the cloud when going through it. Cloud slows users velocity.
Adjust zoom out state to action as soon as player leaves starter scene. If it already does possibly increase speed of zoom out.
Currently feels detached from leaving start scene.
Develop Max player distance saving system. V1 to be saved within Script (eg console Print).
(TBD: V2 will used V1 to display High scores menu)
Camera to creep slowly. Player falling under scene floor will be killed.
Implementation of wireframe main menu.
Opening Screen to have Title, Play, Highscores, Settings, Space for Ads.
Have flashing ! be more drawn out. More clear warning
Set Vertical Terrain Spawner to spawn background tiles.
As Player progresses in Positive Vertical distance terrain will change.
Eg.
0-100 - Standard Blue background
100-200 Darker blue background
200 - 300 Space background
"Enemy Type1" to spawn off screen once Player has moved into close proximity.
"Enemy Type1" will then travel horizontally across screen.
Velocity of "Enemy Type1" to be increased as player progresses distance.
"Enemy Type1" Velocity will cap. (Exact number to be tested).
Player collision Enemy causes Player to die.
This will result in a better flow.
IE.
Start Scene (Zoomed IN) > Gameplay (Zoomed OUT) > Game Over (Zoomed IN) +replay -flys down to start scene (Still Zoomed IN) > Start Scene
"Enemy Type2" to spawn off screen once Player has moved into close proximity.
"Enemy Type1" will then travel Diagonally (right-up, right-down, left-up, left-down) across screen.
Velocity of "Enemy Type1" to be increased as player progresses distance.
"Enemy Type1" Velocity will cap. (Exact number to be tested).
Player collision with enemy causes player to lose.
Set player to move by holding down key.
Player cannot force input in -Y, X, -X axis.
Gravity like simulation pulling against Player. Gravity to be heavy (aprox 2x Earths gravity).
Player pacing to be rapid. Movement up and down at high velocity.
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