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Cursesman

With Music by https://github.com/RobinJSanders

image-example

Terminology and Concepts:

  • Room - a room is composed of n static tiles, arrayed in a spaced checkerboard pattern.

    • The static(non-bricked) tiles here are non-destructable. The room is also surrounded by static tiles.
    • The other (bricked) tiles are destructable, they can be destroyed by bombs and may have items behind them such as:
      • Powerups which confer special bonuses that last between rooms, but are lost when the player dies. There is one powerup per room and the powerup for a given room number is statically defined
      • Doors which take the player to the next room, but only when all enemies in the room have been destroyed.
      • Bonus items -- these are revealed when the player takes a specific action or series of actions - we will not be considering them for the MVP
    • The colorful characters are enemies, with a variety of behaviours and effects

    TTD:

  • MVP - 1

    • Screen Draw around Player - working
    • Room Generation - working
    • Player Movement + Collision - working
    • Bomb Placement - working
    • Bomb explosion - working
    • Entity destruction by bombs - working
    • Door Generation - working
    • Moving between rooms via doors - working
  • MVP - 2

    • Powerup placement - working
    • Powerup consumption and effect activation - working
    • Basic enemies Balloom - working
    • Player death and loss of a 'life' (with associated loss of powerups) - working
    • Game over state - working, but needs refinement rather than a quit
  • MVP - 3

    • Proper end screen
    • Define all the levels
    • Add the second enemy type - working
    • Networking and multiplayer features - we can expand on this when we get there.

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