In order to start the game, simply run the 2dGameFramework.exe
The player spawns in a hub room with 3 doors, 3 the left side of the room, and 3 on the right side of the room. Each door will lead to a different room, and when the player enters a room for the first time, enemies will spawn for them to kill. If the player leaves a room and goes back through the same door, the layout of the room will be the same as before.
Did not complete.
4 of the 5 enemy types were completed
When a room is first entered, platforms will be randomly placed around the room. Similarly, enemies will also be randomly distributed.
The player has 5 different types of abilities to move or fight the enemies:
The entity system is very easy to see. All enemies (currently using sprites with E# on them, with # being the enemy type) and the player use entities to function. There is also an entity manager that stores all entities that have been created
Every level is composed of tiles. These tiles can be walked on, walked into, jumped on, wall jumped on, and so forth. Enemies will also collide with these tiles. There are a few bug in the collision system still, but they are being worked on.
There are a few different types of UI in this game
After the player dies, they will be shown the top 3 scores on their system. Scores are equal to the amount of enemies killed before dying. For testing purposes, pressing P will give the player 10 kills every frame. This list will be saved even if the game is closed.
This file, the Read.me, is located in the game directory. It is also available on the github page at:
https://github.com/EricKnudsen256/2DSpring2021
Shown on the right side of the screen, shows all rooms and the position of the player. The colors determine what kind of room is in each spot.
Partially completed. Inventory has full functionality and menu, but the crafting system was not completed.
Also partially completed. Basic resource system fully working, interacts properly with the player's inventory, but specific items and drops have not been created yet.
Opened in the main menu by hitting the EDIT button. When pressing left click inside of the grid, creates a tile, left clicking on a tile that exists removes it. The save button on the bottom right saves the room template to the templates folder. Clear removes all changes to the room, allowing for another room to be easily created.
The level generator has a few different steps:
Has a few standard warnings from Visual Studios, such as lossy conversions that I am aware of and should probably cast instead, but otherwise compiles well.
Every level is composed of tiles. These tiles can be walked on, walked into, jumped on, wall jumped on, and so forth. Enemies will also collide with these tiles. There are a few bug in the collision system still, but they are being worked on.
On my hardware, constantly runs at 60 FPS, which is max.
Fairly barebones at the moment, but is fully functional. Sound effects that are currently implemented are:
All menus in the game utilize the menu system that I built. The currently implemented menus are as follows:
Included in specific deliverables.
Not very applicable for current system, but all rooms can be moved through without any transitions.
First level, generated by level generation script, is fully traversable. Not much to play as resource and building systems not implemented yet.
Also mentioned above in specific deliverables.
Not a journal in the literal sense, but the github project board has been used to track progress and is available at:
https://github.com/EricKnudsen256/2DSpring2021/projects/1
This file, the Read.me, is located in the game directory. It is also available on the github page at: