diff --git a/README b/README index 71c1b1d..7fdf61b 100644 --- a/README +++ b/README @@ -1,27 +1,18 @@ -This is all jargon that can be deleted at any time +# CMPM 120 Spring 2022 +Endless Runner Assignment -//Holding this -If using the gravity idea, -we will need to use the Phaser matter physics, as it add friction air resistance and gravity +--------------------------------- -//General high level structuring +Collaborators: Skyler Haataja, Marlene Lopez, Daniel Wild +Game Title: Slug Fall +Date Completed: 02 May 2022 -for the generation of the runners world it seems like an obvious option would -be to build objects ahead of the camera, and delete objects as they leave the camera - -obstacle creation can be done in the same loop (most likely the main play scene) - -scaling of difficulty/ other variables may be tied to speed/time passed, -with (switch statements?) controlling functions responsible for game parts. - -one thing to consider is the variance that comes with the ability to speed up -and slow down. - -There seems to be a lot of camera controls -I think that a "factory" might be the best way to generate the map -Another strategy might be to have a few tile maps that are prebuilt -that we generate, but I think that it might be more hassle that I think - -"tumble" +Link to GitHub repository: +Playable link on GitHub pages: +--------------------------------- + +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? (5) +...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? (5)