projectmansionmaniac / mansionmadness Goto Github PK
View Code? Open in Web Editor NEWThis is the Unity3D game Mansion Madness
License: MIT License
This is the Unity3D game Mansion Madness
License: MIT License
otherwise it is buggy. this makes it harder to playtest
As a character, I can have a damage system so that I can lose HP which ultimately leads to my death.
player respawns here when he dies
Player shall receive damage when
Then, the player shall
spawns game over screen if the player hp is 0
This is a test
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.
player needs the map so he knows where he is and where he has to go/ where he has already been
ragardless wich size the player has they always shrink to the sice 0.65 xyz when the play button is pressed
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
As a player I need the ability to shoot a laser to damage objects and the enemy.
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.
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
changes the sprite if the player jumps
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.
description is still unfinished pls wait for update
This is to controle when the shield phase of the boss begins/ends
Tiles that are needed for basic level design
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.
triggers differend phases depending on remaning hp of the boss
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
spawns win screen if the player defeats boss
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
boss can take damage from player attack
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
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
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
changes musik if player enters boss room so the player is aware that a boss fight is going to start
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
Main Menu with
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
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