Skip to content
Open
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
35 changes: 13 additions & 22 deletions README
Original file line number Diff line number Diff line change
@@ -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:

---------------------------------

<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? (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)