/ld38-unbreakable

Repo for my LD38 Compo entry

Primary LanguageC#MIT LicenseMIT

ld38-unbreakable

Repo for my LD38 Compo entry

The Game Plan

ALRIGHT. At this point I've got something like 45-ish hours left. Let's say I'm sensible and sleep and eat for a bit in there too, what that means is it's not worth breaking up that time into "by time X, I should have done this". OK. Fine. I can work with that. Regardless of anything else, I've got a limited amount of time, and I want to leave time for debugging too.

At each top level, I want to do at least the first thing for each one (some game, some art, some music), and delve deeper into the trees as time permits.

LAST MINUTE LIST

  • Finish level 1

  • Fix janky animations

  • Splash screen/menu

  • Make the game

    • Make the unity project
    • Top down framework
      • Controls - DONE
      • Simple level - DONE
      • Triggers (level completion)
    • Level generation - NOT DOING (not enough time to learn and do)
      • More complicated levels, obstacles (add as needed?)
      • Procedural generation?
    • AI
      • Make some simple AI - DONE
      • Add damage/health (damage is to key? Maybe you get a bunch of 'lives' at that level, until the key is gone?)
      • Generate some more complex AI behaviours - NOT DOING
        • Pathfinding?
    • Level transitions
      • "Zoom out" effect - kind of important for the theme? Maybe context is enough - you become the enemy you faced in the previous level.
    • Level theming
      • What makes each level interesting and unique?
        • Different enemies/weapons
      • Create the different levels
        • Mouse
        • Cat
        • Person
        • ?Car
        • Mech
        • Ship
        • ?Bigger ship
        • Spacestation
        • Moon
  • Make the arts

    • Make the programmer arts
      • Simple sprites, no animation - DONE
    • Make the animations
      • Animate main sprites
      • Animate tertiary sprites
    • Make the splash screens
      • Do the thing
      • Do a logo?
  • Make the musics

    • Make a simple level loop
    • Make the menu music
    • Make different level music for each level

Misc ideas:

  • +/-1 effect
    • There's going to be a level above and a level below you, after the first level.
    • Will you affect the level below?
      • Does killing the things below you hurt your chances on the current level? * If you lose at a level, do you go back to the previous one?

Future ideas/Out of Scope

  • Refactorings!
    • At the moment the AI has several different behaviours, that trigger different things based on the context, so a given 'behaviour' is spread out among many contexts. Would be good to group all the behaviour's behaviours together in one class, and register callbacks or something?
    • Try AddForce instead of modifying velocity directly