/LDJamuary

Game repo for https://itch.io/jam/jamuary

Primary LanguageJavaScript

LDJamuary

Game for the Lost Decade Jamuary Game Jam along with #1GAM. Theme is all things Lost Decade (games, podcast, etc) with the #1GAM theme being friendship.

Ideas

  • IGS2017 - try out some new platforming/polish stuff along with a simple in game level editor (MUST BE VERY SIMPLE) and if time the ability to share the games via some json or a link(query params)?
    • Single Levels - multiple levels will add complexity
    • Limit number of obstacles/items (1-9 for item placement?)
    • Single sprite/character
    • Probably the most ambitious idea
    • probably the simplest in terms of art but the most work in terms of game interaction/logic
  • Rampart Rush - Abandoned LD project, seemed like a fun idea. Would ahve to massively simplify the upgrade mechanics (maybe move to NT/Downwell style upgrade system) and focus on making gameplay fun
    • Demo Link
    • Seems very doable
    • Game was actually pretty fun, if very simple
    • Not a ton of enemy types, would mostly need a bunch of upgrade types
      • Upgrades
        • split shot(on contact/bullet death split and shoot horizontally)
        • triple shot
        • piercing shot
        • DoT shot
        • screen wrapping shot
        • wall hp upgrade
        • wall does damage to those who hit it
        • fire rate up
        • dmg up
        • bouncing shot(contact makes bullet reflect)
        • range up
        • explosive shot (does area damage)
        • clone (two "player" characters)
      • Enemies
        • troll - just walks down
        • red troll - walks down and changes lanes
        • bat - flys down in zig zag pattern (sin maybe)
        • red bat - breaks into two bats on death
        • wizard - walks fast and shoots from range but weak in hp
        • red wizard - increases attack speed of units in magic circle
        • magiskull - pinball type enemy (does not deal much wall dmg)
        • red magiskull - similar to above but does high explosive dmg on death (hits enemies and wall)
    • Designed for mobile and would definitely work on mobile
  • Binding of Raga - Top down shooter similar to isaac/awl. Basically just a clone but would be fun to work on. Could use some of the old Unity isaac shooter level gen logic.
    • Also very ambitious
    • lot of pixeling (room tiles, enemies, main character w/ 4 directions)
    • have to figure out upgrade system
    • room transition logic
    • bosses & item pickups
  • ONSLAUGHT! Worlds - Top down shooter similar to above but way more simplified, just an arena shooter with high fantasy theming.
    • lot of pixeling (environments, enemies, main character w/ 4 directions)
    • simple attacking/weapon logic - powerups are just overlap collides that change your current bullet type/firing logic
      • probably better off having overlappable powers (piercing, dmg up, spread, etc)
    • needs lots of enemy types and enemies specific to different areas
      • bats - random movement
      • trolls - walk and shoot when player is in line
      • red trolls - walk fast

Usage

You need Node.js and npm. You should also have git installed, but it's not mandatory.

Clone the repository (or download the ZIP file)

git clone https://github.com/belohlavek/phaser-es6-boilerplate.git

Install dependencies

npm install

Run a development build...

npm start

...or a production build.

npm run production

Development builds will copy phaser.min.js together with phaser.map and phaser.js Your ES6 code will be transpiled into ES5 and concatenated into a single file. A sourcemap for your code will also be included (by default game.map.js).

Production builds will only copy phaser.min.js. Your ES6 code will be transpiled and minified using UglifyJS.

Any modification to the files inside the ./src and ./static folder will trigger a full page reload.

If you modify the contents of other files, please manually restart the server.t any bugs or add requests on Github Issues.