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mansionmadness's Issues

Character health

As a character, I can have a damage system so that I can lose HP which ultimately leads to my death.

  • Characters can get hurt by attacks of enemies
  • Characters can get hurt by their own attacks (reflected)
  • Characters can die if their HP falls below zero

Player receives damage

Player shall receive damage when

  • collider player and collider boss collide
  • player gets hit by the bosses Lance Overhead Slash
  • player gets hit by Projectile
  • player gets hit by bosses Lance Charge
  • player gets hit by Lance Rain Projectiles

Then, the player shall

  • be pushed back a little (knockback as variable)
  • knockback can be turned on and off in unity (for game design purpos)
  • receive a certain amount of damage (amount of damage as variable)
  • have a short time of invincibility after getting hit

game over screen

spawns game over screen if the player hp is 0

  • spawns game over screen if the player hp is 0

Boss mechanic 9 - Shield _ object

challanges the player that he can not shoot everything so he has to be carefull and to evaluate when it is smart to shoot and when not.

  • object that reflects the players laser (angle of incidence is equal to the angle of reflection)
  • object that circles around the boss

Block Out Animation For 3 Bosses

  • boss 1 attack blockout
  • boss 2 attack blockout
  • boss 3 attack blockout
  • boss 1 phase blockout
  • boss 2 phase blockout
  • boss 3 phase blockout

Mansion Level Map

player needs the map so he knows where he is and where he has to go/ where he has already been

  • opens map when back/select is pressed
  • shows maker where the player is on the map

Player Is Shrinking

ragardless wich size the player has they always shrink to the sice 0.65 xyz when the play button is pressed

player shoot - laser supply bar

the player has to manage this resource so he has to decide when it is good to shoot and when to wait to refill and concentrate on mechanics of the boss

  • if the laser ist used the "supply bar" gradually lowers (amound as variable pls )
  • if the laser is not fired the "supply bar" fills up again slowly (tempo of refill time as a variable pls)
  • if the "supply bar" is completely empty it blinks red a few times and then starts refilling again after a set amount of time (variable)

Character Shoot

As a player I need the ability to shoot a laser to damage objects and the enemy.

  • Spawn laser that damages enemies
  • Aiming over the right twinstick

Character Jump

Players need the ability to jump so that they can dodge attacks and move through the environment. If players press and hold the jump button, the player should jump double the height of the character. If the button is pressed without holding the character it's own height. If the button is tapped the character should jump 50% of it's own height.

  • Implement functionality to recognize if a button is held.
  • Implement functionality to recognize if a button is pressed.
  • Implement functionality to recognize if a button is tapped.

Character Crouch

player needs the duck to avoid incomming boss mechaniks and to be more flexable in his movement in general.
character ducks to 50% of the max hight

  • duck 50 % max hight

Boss Mechanik 5 - Spear

The Boss has a Spear which he can hit the Player with.
Allows him to summon more Spears at the top of the Screen which fall down and damage the player if he is not standing under a platform. This mechanic is going to make the Player leave the top platform, which is the only platform from which the player can reach the head.

180605141931.mp4

description is still unfinished pls wait for update

  • spawn lances
  • timer that indicates how long the lances hang at the top of the screen until they fall down as variable
  • lances damage the player

Boss mechanic 9 - Shield _ mechanic

This is to controle when the shield phase of the boss begins/ends

  • spawns the object mirror after set amound of damage (public variable) done to the boss
  • despawns the object after set amound of damage (public variable) done to the boss

Environment Tiles - Art

Tiles that are needed for basic level design

  • wall tiles middle
  • wall tiles upper end
  • wall tiles lower end
  • Destroiable wall tiles (normal wall tiles with cracks)
  • middle ground tiles
  • right end side ground tiles
  • left end side ground tiles
  • Stairway tiles
  • Platform tiles
  • Book case tiles upper end
  • Book case tiles lower end
  • Book case tile middle

Character Animation TakeDamage

An animation that shows that the player was hit with a projectile, or took damage otherwise. Should stagger the character for a moment. Character should be invincible for a short moment after it.

boss phase system

triggers differend phases depending on remaning hp of the boss

  • trigger to change phases depending on remaining boss hp

Boss Phase Tool

We need a tool to determine, which phase triggers when and what happens in that phase.

Issue will be updated regularly!

  • Phase Selection

  • Phase triggers after body part takes amount of damage

  • Selection what attacks are used in a phase

  • main boss hp only reduces when the head is hit

win screen

spawns win screen if the player defeats boss

  • spawns win screen if the player defeats boss

Player shoot on right stick

Player should shoot with the right control stick, clipped to one of the eight directions (up, down, right, left and the diagonales). Currently, it is 360° and the right stick in addition with RB/R1 Button.
We need a way to enable/disable individual directions for testing.

It only shoots when the right trigger is pressed and the right stick is moved additionally.
Please make it so that the laser is fired when only the right trigger is pressed in an according direction.

Also the button should be rt 2 and not rt 1 like it is now

the shoot stops at the invisible checkpoints

health of boss

boss can take damage from player attack

  • boss can get hurt by player laser
  • boss can not get hurt by his own laser
  • boss dies if hp reaches 0

Boss Mechanik 2 - Books

chalanges the player to predict movement of the enemy to feel smart when he predicts it and can doge.
uses the jump funktion and trains jump timing of the player

  • books charge in the direction of the last player position
  • books spawn on the backround books position and fly in the air for a while
  • books have health and can die
  • books die after they charaged once

Stairways

We need a ground collision for steps in a stairway which let the player run upwards in a 45° angle.
The player should not need to jump up every step.

Related to #30

Ingame Pause Menu

Opens when pressing ESC on keyboard or START on controller
Closes with pressing ESC or START again, or by RESUME GAME

With buttons

  • Resume Game

  • Sound Options (Volume Slider for Music and Sound)

  • Exit to Main Menu

  • Exit to Desktop

  • Ingame Pause Screen

  • Resume Game Button

  • Slider Sound

  • Slider Music

  • Exit to Main Menu Button

  • Exit to Desktop Button

boss room musik trigger

changes musik if player enters boss room so the player is aware that a boss fight is going to start

  • changes musik if player enters boss room

Boss Mechanik 1 - Mirror

challanges the player to predict from where an attack is comming and that he can not shoot everything so he has to be carefull and to evaluate when it is smart to shoot and when not.

boss spawns mirrors in the room that reflect his and the players laser attacks

  • mirror spawn if the phase gets triggerd
  • laser attack from the boss aiming for first spawned mirror position
  • mirror ability to reflect lasers
  • laser gets destroied if it hits a wall or other non player objects

Main Menu

Main Menu with

  • Main Menu Screen
  • Start Game Button
  • Options Button (leading to the Options Menu)
  • Credits Button (leading to the Credits Menu)
  • Exit Button

Boss Mechanik 6 - Fireball

Base Boss Attack. -> probably needs updating because of Lance Overhead Slash!

basis attacke vom boss. bringt den spieler dazu seine fähigkeiten zu nutzen und nicht dauerhaft auf der gleichen stelle stehen zu bleiben

  • Spawn point for projectile

  • projectile does damage on player on contact (damage as variable)

  • wenn der ball eine wand trift splittet er sich in 3 bälle auf und bounced von der wand ab wieder zurück (diese bälle fügen dem spieler ebenfals schaden zu für dedails siehe decription)

  • Projectile is cast on last player position

180605133823.mp4

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