You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
The idea was basically to have a Turret featuring those characteristics:
34
-
* Separate Sensor and Cannon, with the Sensor moving left to right (60 degrees on each side)
35
-
* A basic AI able to operate the turret, switching its internal state and rotating the cannon to the next target
38
+
39
+
- Separate Sensor and Cannon, with the Sensor moving left to right (60 degrees on each side)
40
+
- A basic AI able to operate the turret, switching its internal state and rotating the cannon to the next target
36
41
37
42
And that's pretty much it. I didn't intend to make anything playable out of it, but I may end up refactoring on a regular basis and adding new features, as it's much funnier than I initially expected.
38
43
@@ -41,37 +46,44 @@ Using Rust and Macroquad was truly a bless, although I'm still unsure on how to
41
46
I will probably continue streaming game dev, either this prototype, or new ones, so please [head over to Twitch][0] if you're interested in that!
42
47
43
48
## Goals
49
+
44
50
Those items are on my To-Do list:
45
-
* Add more sounds and replace my awful placeholders (once I figured out how to make samples); got any SimCity 2000 vibe with that laser beam sound :D?
46
-
* As suggested on my Twitch channel, implement a network of sensors with a simple PubSub design, allowing one turret to alert the other ones; possibly adding the possibility to deploy Sensors directly as well
47
-
* Fix the laser beam collision detection (currently, if a target appears between a laser beam turret and its target, nothing happens)
48
-
* Fix the annoying right click behavior on that page (yeah, I know)
49
-
* Possibly refactor and make a game out of it, like a tower defense
51
+
52
+
- Add more sounds and replace my awful placeholders (once I figured out how to make samples); got any SimCity 2000 vibe with that laser beam sound :D?
53
+
- As suggested on my Twitch channel, implement a network of sensors with a simple PubSub design, allowing one turret to alert the other ones; possibly adding the possibility to deploy Sensors directly as well
54
+
- Fix the laser beam collision detection (currently, if a target appears between a laser beam turret and its target, nothing happens)
55
+
- Fix the annoying right click behavior on that page (yeah, I know)
56
+
- Possibly refactor and make a game out of it, like a tower defense
50
57
51
58
## History
52
-
* 2022-11-28: More neutral colors
53
-
* Guns stop moving on idle mode
54
-
* Sensors now follow their current target
55
59
56
-
* 2022-11-26: Burst Mode for regular turrets!
60
+
- 2022-11-28: More neutral colors
57
61
58
-
* 2022-11-20: Laser beam turrets!
62
+
- Guns stop moving on idle mode
63
+
- Sensors now follow their current target
59
64
60
-
* 2022-11-15: More bug fixes
61
-
* Introduction of an Assets store
62
-
* Fixed target spawns
65
+
- 2022-11-26: Burst Mode for regular turrets!
63
66
64
-
* 2022-11-08: Various bug fixes
65
-
* Turrets can now follow their target
66
-
* Some sounds were added
67
+
- 2022-11-20: Laser beam turrets!
67
68
68
-
* 2022-11-07: Initial implementation
69
-
* One turret in the center of the screen, with a sensor moving left to right
70
-
* A functional cannon (manual)
71
-
* A functional AI, using the sensor to detect targets and rotating the cannon to shoot at them
72
-
* Target spawns from the top of the screen
69
+
- 2022-11-15: More bug fixes
70
+
71
+
- Introduction of an Assets store
72
+
- Fixed target spawns
73
+
74
+
- 2022-11-08: Various bug fixes
75
+
76
+
- Turrets can now follow their target
77
+
- Some sounds were added
78
+
79
+
- 2022-11-07: Initial implementation
80
+
- One turret in the center of the screen, with a sensor moving left to right
81
+
- A functional cannon (manual)
82
+
- A functional AI, using the sensor to detect targets and rotating the cannon to shoot at them
83
+
- Target spawns from the top of the screen
73
84
74
85
## Repo
86
+
75
87
Source code is available on [Github](https://github.com/mbuffa/game-prototypes/tree/01-turret/01-turret)
* You'll face encounters with various numbers of enemies, in turn-based sequences
17
-
* Pick a spell on your spellbook on the left, and type it when it's your turn to act
18
-
* Once all enemies are defeated, you can automatically go to the next fight
19
-
* Keep in mind that you have a spell raising your shield, healing you, and dealing damage in two ways: mono target and multi target...
20
-
* ...And that mono target spells always affect the left-most creature :)
18
+
19
+
- You'll face encounters with various numbers of enemies, in turn-based sequences
20
+
- Pick a spell on your spellbook on the left, and type it when it's your turn to act
21
+
- Once all enemies are defeated, you can automatically go to the next fight
22
+
- Keep in mind that you have a spell raising your shield, healing you, and dealing damage in two ways: mono target and multi target...
23
+
- ...And that mono target spells always affect the left-most creature :)
21
24
22
25
## Context
26
+
23
27
I created this prototype for the Pirate Software 11th Game Jam organized by Thor during January 2023. The event was a 2 weeks game jam including the elaboration of a game design document, and the development of the game itself. To participate, you had to make assets on your own without any use of licensed material or AI generated content.
24
28
25
29
Since this was my first jam, I joined solo to see how far I would go. I initially planned to implement Speech-To-Text with CoquiSTT (and even full first person dungeon crawler mechanics), but finally reduced the scope of the project to a text-based MVP.
26
30
27
-
The theme was "Unusual Magic" :) So I started drafting a document to think how this could be interpreted, with the following question in mind: *What's a usual way of representing magic in fictions?* And after a few ideas, I was excited about the idea of using voice recognition for throwing spells.
31
+
The theme was "Unusual Magic" :) So I started drafting a document to think how this could be interpreted, with the following question in mind: _What's a usual way of representing magic in fictions?_ And after a few ideas, I was excited about the idea of using voice recognition for throwing spells.
28
32
29
33
## Goals
34
+
30
35
Those items are on my To-Do list:
31
-
* Adding sounds :)
32
-
* Testing Speech-To-Text with CoquiSTT and a custom trained model
33
-
* Adding ambient samples or MIDI tracks (once I have learned how to make basic and decent soundtracks)
34
-
* Going 3D for the Scene Rendering
35
-
* Add low poly 3D models
36
-
* Rewrite with Bevy
37
-
* Add a Speed spell
38
-
* Adding better AI, with monster Spells, charged attacks, moves and buffs
36
+
37
+
- Adding sounds :)
38
+
- Testing Speech-To-Text with CoquiSTT and a custom trained model
39
+
- Adding ambient samples or MIDI tracks (once I have learned how to make basic and decent soundtracks)
40
+
- Going 3D for the Scene Rendering
41
+
- Add low poly 3D models
42
+
- Rewrite with Bevy
43
+
- Add a Speed spell
44
+
- Adding better AI, with monster Spells, charged attacks, moves and buffs
39
45
40
46
## History
41
-
* 2023-01-26: Initial Itch.io release
42
-
* Turn-based combats with sequences based on entities speed
43
-
* List of stages featuring a various number of enemies
44
-
* Very Basic AI (creatures always do a simple attack)
47
+
48
+
- 2023-01-26: Initial Itch.io release
49
+
- Turn-based combats with sequences based on entities speed
50
+
- List of stages featuring a various number of enemies
51
+
- Very Basic AI (creatures always do a simple attack)
45
52
46
53
## Repo
54
+
47
55
Source code is available on [Github](https://github.com/mbuffa/game-prototypes/tree/master/02-spell-it)
0 commit comments