Bouncebooger/endlessrunner
Folders and files
| Name | Name | Last commit date | ||
|---|---|---|---|---|
Repository files navigation
# CMPM 120 Spring 2022 Endless Runner Assignment --------------------------------- Collaborators: Skyler Haataja, Marlene Lopez, Daniel Wild Game Title: Slug Fall Date Completed: 04 May 2022 Link to GitHub repository: https://github.com/Bouncebooger/endlessrunner Playable link on GitHub pages: https://bouncebooger.github.io/endlessrunner/ --------------------------------- <Creative Tilt Justification> Does your game do something technically interesting? Are you particularly proud of a programming technique you implemented? Did you look beyond the class examples and learn how to do something new? Daniel Wild Our game implements a rudimentary velocity as its main mechanic. In order to do this,we had to make the world move instead of the player. (move objects up) The matter physics collision has a few quirks, one was that the player, upon collision with a platform would result in the player clipping into said platform. This was fixed by halting the movement of everything but the player upon collision. We also had to deal with scene pausing and time events. The fact that we used matterphysics was going beyond the class examples. We learned much about how groups, bodies, and collision categories COULD work, which should prove useful for the next game. Skyler Haataja As one of the main proigrammers on this assignment, I really felt the weight of making sure the core mechanics were working before we could make much progress. We ended up hitting a wall with the clipping into the platforms and I struggled to keep myself motivated during this. I think the main reason for our bug was the lack of examples available online for using phaser with matter physics and our general lack of experience with it. Once we got the ball rolling and did what we could to strengthen our game's fundamentals, I became proud of what we've been working on. Scene management, adding a pause scene, and figuring out how to have a runner where there was constant falling of a player provided interesting yet sometimes brutal challenges to overcome. I think that the end result shows off a unique physics "endless runner" that is unlike ones I've played before. Does your game have a great visual style? Does it use music or art that you're particularly proud of? Are you trying something new or clever with the endless runner form? Marlene Lopez: In the game, the player is a slug falling down a tree in trying to avoid instant death. The hovering menacing threat is the bird predator trying to catch a snack and the threat from below are the platforms. Depending on the velocity the slug is falling, it can splat on a platform by falling onto it at full speed. The visual effects used to portray these endings are two death animations where when the player and predator collide the player is sliced in half while when the players falls on to a platform at full velocity then the player ruptures into a blob. It was the first time I made game art so I had fun trying to animate these sprites and visually portray how these objects look while in active use by the player (e.g. breaking spider webs to indicate collision and slow down; leaves shaking from being bumped into).