lostdecade / onslaught_arena Goto Github PK
View Code? Open in Web Editor NEWFight off hordes of classic medieval monsters in this fast paced arcade shooter!
Home Page: http://arcade.lostdecadegames.com/onslaught_arena/
Fight off hordes of classic medieval monsters in this fast paced arcade shooter!
Home Page: http://arcade.lostdecadegames.com/onslaught_arena/
We need to sit down and really play through the game, find the fun, tweak the numbers, etc.
Otherwise if we're like "hey we will open source it at 1,000 sales!" people will be like "or I can just view source, you douches."
Phases, multiple attack types.
The hero can sit in one spot spamming shoot and destroy most incoming projectiles. At least for the cyclops/superclops we should make their projectiles nearly invulnerable. (Forcing the player to move around a bit)
Needs graphics.
Should "bounce" around the screen breakout-style leaving a trail of fire.
I'm thinking of a sword cursor with options like:
Needs graphics.
Throws bones. (We have graphics for this).
Charges around and pauses between each charge to toss bones at the player.
Seen it several times, mostly bats and goblins. Could be the reason the gates stop opening sometimes.
Collisions are very unforgiving at the moment.
Graphics done.
Sits in the corners and charges the player when he's aligned on the X or Y axis.
Moves back into position once charge is complete.
I made a new title for the game but it's probably not using the same palette or whatever. Also it's not created using the half size/blow up method.
We have the sprites, need the behavior and stats.
We came up with the following tweaks to the gameplay stats. These values will probably be editied later as well.
Hero: 100 hp
Meat: 15 hp
Rock damage: 5
Rock health:
Knife damage: 5
Knife health:
Spear damage: 5
Spear health: 50
Sword damage: 15
Sword health:
Fireball damage: 25
Fireball health: 25
Trident damage: 50
Trident health: 25
Bat damage: 2
Bat health: 5
Dire bats damage: 5
Dire bat health: 10
Goblin damage: 10
Goblin health: 10
Projectile damage: 5
Projectile health: 1
Demoblin damage: 15
Demoblin health: 20
Projectile damage: 10
Projectile health: 1
Cyclops damage: 25
Cyclops health: 75
Projectile damage: 20
Projectile health:
Superclops damage: 35
Superclops health: 200
Projectile damage: 30
Projectile health:
Dragon damage: 50
Dragon health: 500
Projectile damage: 35
Projectile health:
Blue, yellow? Something else?
:(
You can get in a locked key state by changing focus from the browser or something
Paused screen should look like this:
Paused.
Perhaps??
Demoblins should get near you, keep their distance and throw tridents at you.
Need to make sure Onslaught works on Linux. Geoff to provide build.
Hard to repo.
Make him more "bossy"!
This is bad because then adding weapons to an object actually adds them to the object d...
title says it allolz
Super bad experience. Very choppy.
BEHOLD!!
Should have eye stalks which are separate enemies that have TBD behavior.
We need a sweet icon for the Titanium desktop version of Onslaught!
OMGDRAGON
Please?
The version we push to lostdecadegamesapp.appspot.com will be the demo. You can play up until the nth wave (maybe 5th or 10th), then you're shown the "buy the game!" screen and you're done playing.
Add pain animations for hero and monsters when they get hit by projectiles other hostil...
Goblins should wander aimlessly, but if you're near the same axis they throw a projectile at you.
Enemies, especially large ones, don't really use the directions left/right or up/down animations, they just use up+left or up+right, etc.
When you get near a goblin, he will fire in whatever direction he's facing. He should face you and fire at you instead.
Needs graphics. (+ spawns)
Should wiggle around the screen slowly. Spawns small jelly enemies which are fast and low hit points every time it's wounded. This makes it more effective to use higher damage weapons against it.
It could also have a phase where it stops, shudders and spawns a bunch of jelly enemies.
This will be really hard to duplicate but thought it would be worth mentioning anyway: sometimes I've noticed arrows moving really slowly across the screen, like as slow as 1px/second.
I've only ever seen it happen to arrows and only after playing quite a few waves.
Both controls schemes should work. If the user fires with the keyboard then the projectile fires the direction they are facing. If they use the mouse, the projectile fires toward the targeting reticle.
Add in the flow and an image.
Add death animations for hero and monsters.
Might be good to show a screen like "click here to play" if the window ever needs focus, like even from the title screen.
Needs graphics.
Wanders around and charges the player when they're aligned along the X or Y axis.
Currently, enemies can face any direction. Weapons they throw face the direction the enemy was facing. Since the current rotation "snaps" to the nearest cardinal direction this looks wonky. Need to fix the rotation/angle code so that it allows for finer angles.
Cuz it looks lame right now lolz.
For great justice!
Need to make the game more interesting. Low hanging fruit is have some scrolling clouds overlayed on top of the action!
(Or fog or whatever looks awesome and is easy.)
When you stand at the top near the upper shadows, weapons don't fire because they are i...
Current one only reflects keyboard controls, doesn't include mouse. I think we're supporting both for v1, so we'll need something else for this.
I want to tackle localStorage in Onslaught! so it's a solved problem in other projects. We'll also probably need this for the i18n and/or keyboard mapping issues.
From talking with various people it's clear that the current control scheme isn't ideal. Here's what we should change:
Add targeting reticle which follows the mouse. Left mouse button fires weapon (can be held down for repeat)
Change movement keys to WASD.
Cycle weapons using 1,2,3,4,5,etc. (ala Doom)
1 = Sword, 2 = Daggers, 3 = Spears, and so on.
Using numbers for weapons works well because your fingers are already close due to using WASD.
Seems kind of silly to add it to a game with such little text but I'd much rather tackle it here than in a bigger, more important project.
Also I'm pretty sure there are places out there where you can get translations crowd-sourced. We should probably support whatever we can get kind people to translate for us.
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