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)
- Upgrades
- 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.