Run 'npm install && npm run dev' to test.
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License: MIT License
Blind game jam 2024
License: MIT License
There should be a clock that starts when your heist starts and ends when your heist ends by failure or success. Actions in interactables should decrease or increase this clock.
It would be great to have a better solution to CSS that supports dark mode and nice looking things. This will necessitate a move to Webpack to make everything build at once.
A lot of the GUI code is accessibility-specific and shouldn't be touched that often without testing. It should be put in its own module.
We should probably dump SPDX-License-Information at the start of file as well as copyright information.
During development with Xiithrian we found out that some files were being line converted on Windows and causing spurious git diffs.
This needs to be troubleshooted and fixed, ideally by using a tool that preserves the newlines. But gitattributes may work too.
Not sure exactly how this needs to work yet but it might be a good idea to organize locations in to sets with different properties such as whether the clock ticks, or there's safety from police. Levels perhaps?
The core of the game loop revolves around being in a location filled with interactables that you give you choices. So we need some locations and a way to present a location to the player.
Something like this should work for now:
After that the objects can start doing things such as displaying text, or changing your location.
Items should go in the inventory and have their own interactables and data file. These should be hooked in to getActions.
We need to decide what type of world this is, what's the tone for flavor text, and what type of content should be in the game.
Having text strings mixed with data isn't a great idea especially for translation. We should move them to another file.
Some interactions might fail (such as picking a lock), implement the opposite of success for these interactions.
Sound is a nice to have to give audible cues based on action outcome- so you can immediately tell the general outcome of your action without reading. An example is if you're picking a lock: Success or failure should play a different sound. Sounds here are intended to be a cue to avoid having to read a lot of repetitive single-line flavor text in game loops.
Xiithrian prototyped this yesterday using Howler and it worked on Windows, so we'll probably do it that way.
We want to be able to create a player at the start of the game and have some cool options to select.
The default font is often set for accessibility reasons, we shouldn't override it. Asking Tailwind to stop doing this would be very helpful.
When the game clock gets low enemies/NPCs need to show up and conflict with the player.
Ideally we should pick a random successText not equivalent to the current feedback. So we should probably pass multiple feedbacks and let the gameState choose which one to display.
We need two locations to explore and find loot in:
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๐ Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
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Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
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Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.