/PunchBowl

IMGD 3000 Project 3

Primary LanguageC++MIT LicenseMIT

*PunchBowl

Version:
v0.1 (Alpha)
Team Members: The Cargo Cult
Keenan Gray (krgray@wpi.edu)
Lambert Wang (lwang5@wpi.edu)
Genre: 2D Fighting Platformer (similar to Smash Bros.)

Game Description:

In this game, two players face off in an arena. The objective is for one player to knock the other out of the arena. As the players fight, they build up a damage counter. The higher a character’s damage, the farther they are thrown when they get hit. As the game continues, helpful and harmful items will spawn which players can use to gain an advantage. There are timed fights and last man standing fights. In a timed fight, the player with more kills at the end of the match wins. In last man standing fights, each player has a certain number of lives.

The free software SFXR was used to generate the sound effects.

Controls

  • Controller (Xbox 360)
    • B: Attack
    • A: Recovery Special
    • X/Y: Jump
    • Trigger: Dodge/roll
    • Left stick: Movement/crouch
  • Keyboard
    • A: Attack
    • S: Recovery Special
    • D: Dodge/roll
    • C: Crouch
    • F: Jump
    • Arrow Keys: Movement

Implementation Plan (Ordered by priority):

  • Engine Changes
    • Resizing world view
    • Gamepad support
  • Characters
    • Gameplay design
      • Moves
      • Names
    • Code
  • Controls/ Movement
    • Code
      • Death
      • Knockback
      • Air Movement
      • Rolling (Optional)
  • Stages
    • Code
      • End of fight
    • Music (Borrowed from other games)
  • Menus
    • Code
      • Character/stage selection
      • Start of fight
      • Game modes
    • Music (Borrowed from other games)
  • Fighting
    • Code
    • Sounds (SFXR)
  • Items
    • Code
  • Reach content (optional)
    • Additional abilities/moves
    • More stages
    • More characters
    • Challenge modes
      • Like home run contest or target break in Smash Bros.

Schedule:

  • Art assets

    • Character Sprites (Each character needs 19 sprites, or 38 if counting left and right)
      • Movement/Idle sprites
        • Standing
        • Walking
        • Dashing
        • Crouching
        • Crawling
        • Jumping
        • In air
        • Rolling
        • Dodging
        • Falling
        • Stunned
      • Combat sprites
        • Neutral Strike
        • Forward Strike
        • Up Strike
        • Down Strike
        • Neutral air
        • Up air
        • Down air
        • Recovery
    • Stages
      • Sprite
      • Background
  • Plan Thurs oct 1

    • Tasks to complete before checkpoint:
      • Engine Changes
      • Tuesday Sep 29, both partners met to discuss the plan.
  • Alpha Thurs oct 8

    • Tasks to complete before checkpoint:
      • At least 1 Character
      • Controls/Movement
      • At least 1 Stage
      • Menu
      • Fighting moves
  • Playable Tues oct 13

    • Tasks to complete before checkpoint:
      • Items
      • Additional Characters
      • Additional Stages
      • Final playtesting
  • Presentation Thurs oct 15

    • Tasks to complete before checkpoint:
      • Slides
      • Video