sleddingsmash's People
sleddingsmash's Issues
Calculate normals in terrain vertices
Right now I'm only storing vertices for the generated plane. Need to also store normals in order for lighting to work.
Add a restart button to the UI
This should allow the player to go back to the start of the level quickly
Add Obstacles to level editor
Add jenkins build
Not sure where to stand this up. But worth looking into. Be cool to get desktop, android, and ios builds triggered with every commit.
Shouldn't start level until user is in position
The user should be on the terrain when the level appears, perhaps with both time and physics stopped until some indicator says "Go!" or the user moves
Create programatic plane
Create a plane by programatically creating an underlying mesh that is divided into thousands of triangles. The plane should be created as a libgdx 3d Model. This will allow us to modify and warp the terrain later.
Camera should follow the primary actor
This probably means the camera just stay follows the ball for now
Terrain modifier - bend terrain on an axis to produce a slope
Deform the terrain on 1 axis, like the y-axis, to produce general downward and upward slopes in the terrain.
Programmatically create sides to the terrain
The height could vary and could even be negative, to create canyons. This will allow us to box the user into a path
Redwood Trees
Sticking with the dream theme. I think having a level be populated by all redwood tress could feel interesting. This could be exaggerated where the only thing visible is the trunk, as if it is so tall it reaches past the field of vision
Apply impulse to objects
Apply an impulse to the main object based on user input
Model a basic kid-like object and a basic sled
The goals would be:
- Learn how to model a basic kid-like object in blender
- Learn how to connect 2 objects with some force (kid & sled)
- Learn how to make the physics look somewhat real when the kid rides the sled down some terrain
*gasp* leaderboard integration?
This could be a post 1.0 feature. If we are going to track total time to complete a level, it might be worthwhile to have leaderboards for this.
I know some of the most fun i've had in games in competing against you, Pete, Griffin, Devin. And it makes me keep playing far longer than I normally would have.
Add scale modifiers to grow or shrink portions of the course
Add new AxisModifier implementions that will scale instead of translate.
Snow particles
To make the level seem more alive, there should be at least a very very light snow fall. Will help with the realism of our levels
Distance indicators
Show the distance reached every X% of a map "25% complete" etc
Terrain modifier - dynamic translation
Fitting with our dream world theme, what if the terrain modifiers could be dynamic? For instance, let's say that IMPACT_AMOUNT of a x -> y modifier modulated between -50 and 50 over 5 seconds. It would give the terrain a waving effect. Could be pretty cool
Ice patches
Ice patches would probably prevent steering
Implement 'pause' for pause button
The pause button will open a menu of options to Restart/Return to Level Selection... it should also pause the timer, physics, etc.
Add accelerate/decelerate buttons to the interface
When user goes off course (x-axis), push back
If the user happens to go off course in the x direction, we should push the user away from the edge, like there's some invisible boundary there
Story
Things we have discussed:
Its a kid dreaming of sledding. Maybe the first shot is a kid in his room with a sled in the corner but with a summer scene out his window. Maybe even standing at the top of a hill with no snow etc.
Then he gets into bed and enters the game world.
3-4 ACT play
- Dream state, clouds, sun, snow.... this is a the kids ideal dream state of sledding, these levels should have an airy, open space type feel and be on the easier side.
- Deep sleep: Some sort of transition state. Some event occurs in the dream world to cause this change in state away from the ideal to a slightly darker/harder world.
3/4. Nightmare/Resolution:
Level editor - interface that allows us to add/edit/remove modifiers
We should be able to build levels in a level editor, and quickly see the changes as well as replay the level with the ball up top
Nighttime Mode
Some levels could be at night. The only available light is one on the back of the sled. The decreased visibility should increase the difficulty level.
Blizzard
A blizzard would limit visibility and you're sliding down the terrain
Add "release" into jenkins
We should be able to trigger a release, and push a build into a google channel (alpha, beta)
Level editor - level saving to file
After a level is built, allow it to be saved to a location in the repo
Slope modifiers don't deal well with negative numbers
Make sure it works well in any direction for all axises
Create small modifications to the flat terrain
Terrain should never be flat... there should small ups and downs across the entire terrain
Add basic LevelDirector to create levels of varying difficulty
Now that the terrain can be modified in many different ways, we need a programmatic level director to combine these modifiers in interesting ways. The level director should accept an argument to indicate level of difficulty; easier levels should use fewer modifiers with less drastic changes and more advanced levels should combine many modifiers with drastic shifts
Level editor - camera moving
Need a way to fly around the level quickly. It can be difficult to see some of the changes, especially ones far away.
Tree positions are not recalculated when terrain is modified
- Add terrain modifier (z->y)
- Add trees
- Edit terrain modifier
Trees are left in their old position, floating in the air
Create basic background art
Using monument valley as an example, create a placeholder background image. I have read before that people put their world ina giant sphere which has the image applied to it... this might be one approach to use
Show the users best time
While playing the user should be able to see his/her best time in some way, to see if they have a chance of beating it on this run
Level Selector
Once we export enough levels, we need a menu to be able to select a play a level. At first this will be for admins but can evolve into a menu that will be used by the final game
Add XYAxisModifier, ZXAxisModifier
These should allow us to bend the terrain in interesting ways
Bridges
We had discussed how to keep the user within the track. To start with we could have walls (cliffs) on either side of the track. This would then start getting harder as time goes on where part of the course has only one wall, no walls, narrows bridges etc
Create Particle effect for behind the sled
It would be cool to have a particle effect running behind the sled for snow, similar to this:
https://github.com/libgdx/libgdx/wiki/3D-Particle-Effects
https://www.youtube.com/watch?v=lt9kYDb9p78
Also it would be cool in later levels if visibility was reduced by having snow fall across the screen. From VERY limited reading it seems like particles would be the way to achieve this too
Tree collision resolution
What happens when we hit a tree?
Different camera angle
Just wanted to record a thought: watching a game from a different angle gives a really cool perspective. Could use this for the beginning menu backgrounds.
Use bullet physics to slide object down plane
Dependent on #4. Learn how to apply physics with the bullet engine to have some basic object slide down the given plane.
Mud puddles
Mud puddles would drastically slow you down or even cause you to stop
Add basic tree model
Could be something as simple as a pyramid on top of a cylinder. Probably design in blender.
Snowman
Have different types of snowmen as obstacles on the screen. For example:
- Standard: Slows you down when hit
- Brick: The snowman has bricks inside it. Hit it and you die
- Moving/Variant: Moving versions of the above. Makes it harder to avoid
Level loader
Need to be able to load the levels saved in the repo, and distributed with the game
Add level end
Each level needs to have some line which signifies the end, and records the time
Rocks
Depending on impact/size of the rock this would either slow down or knock you from the sled.
Create level 1
Have a fully thought out and created level. To be playable by people in alpha-1.
Create Timer on UI
Create some visualizations around Time/Distance for the player so they know how much of the level is complete and how long they have spent so far.
Correct physics for user (or dimensions)
It feels like the user is floating through the air and moving rather slowly. Something is off with the dimensions or input into bullet
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