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ruins-of-atlantis

Made for GBJAM8. My first game jam entry ever.

https://eliaspoylio.itch.io/ruins-of-atlantis

TODO

  • Make walls fade to dark after a while
  • Some background sprites for UI elements
  • “Currents” to hint shorter routes to goal
  • Sound effects for shooting and hitting
  • Traps & enemies

Some notes form my progress:

Saturday / Day 1

  • Shooting script (object pooling)
  • Player movement

Sunday / Day2

  • Wall sprite
  • Flare collisions with walls
  • Animation for wall’s appearance
  • Prefab brush for walls (link?)

Monday / Day 3

  • Boxcast
  • Problems with player speed: player gets stuck to walls when adding player speed
  • Making player hitbox ⅕ of an unit so it can fit from spaces size of 1 unit
  • Camera Follow script
  • Canvas & Text + Pixel Perfect camera = not a good idea
  • Added font: https://www.dafont.com/early-gameboy.font
  • Camera follow shakes UI text and the player (so far player is not a properly imported sprite and doesn’t move “pixel perfect”)
  • Should I just forget Camera Follow and make mazes in multiple “rooms”?

Tuesday / Day 4

  • Fixed speed so that player doesn’t get stuck to walls (add speed to moveDelta, not to transform)
  • Disabling Pixel Perfect Camera to try out UI elements (permanently perhaps? we’ll see). Changing display to match Game Boy aspect ratio.
  • Visible Flare-counter

Wednesday / Day 5

  • Making a repository to GitHub
  • Changing levels with SceneManager.

Thursday / Day 6

  • Other stuff to do...

Friday / Day 7

  • Flare & Player sprites
  • Oxygen bar (I wish I could have made this "pixel perfect" but I guess time is running out)

Saturday / Day 8

  • Goal can be reached only by player and shooting it makes it visible and animated
  • Level2

Sunday / Day 9

  • Level 3
  • Win/Lose screens and SceneManager to operate them
  • First attempts for WebGL builds and canvas sizes. Have to settle with least bad option...

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