Platformer
The Game.
Controls: A- walk left S- Duck D- walk right Z- jump X- run C-ground pound (press while in the air) V- shoot
The Sky's The Limit
What we can build with software (that is, what we can program computers to do) is limited only by our imagination, creativity and determination. Sure, there are problems that we know a computer cannot solve (yet) and there are limits imposed on software by the hardware, but that needn’t stymie creativity. You have already worked extensively with two complex programs that have given you a glimpse of what can be created using the StarLogo TNG platform. Now it’s your turn to be creative and determined.
The directive for this project is simple: Build an awesome program!
The directive for this project is simple: Build an awesome program!
What I chose to create and why
I didn't expect to make a platformer type of game, this came out of 'glitches' in our original game. My partner Alex S. and I originally planned on a fighting game but as we progressed, we found that it wasn't possible in the time we had. By the time the project was almost half way done we had the basic controls (A, S, D), the walk, run and duck command. I just added a map and a few other final touches, and we had a platformer.
Reflection
This project took a fairly long time to complete and take to its final form. I think that my partner and I did a good job working together on the game between making the sprites and actually making the game function. The sprites took a good week or two of time to fully complete and implement and the commands another two weeks. I think that the controls work well and do the job for our game. I'd say that we did a good job overall since this was both of our first times using Stencyl and we succeeded in finishing all objectives of the project. One thing we could have been more efficient in is the amount of time it took to work on the game each day. Since Stencyl is only on one laptop and we can only use it on that computer, we could only work on one part of the game at once. We could have been more efficient during this project if we would have both had the same version of the program on each of our laptops. The problem we would run into on that would be having too many variations in each program to be useful.
The Gates
Through the project we had to type out gates to track our progress with the project. We used them to take note of what features will be in our program and what each depended on. Below you can find the 3 gates I typed through out the project.
Gate #1
William Telios
The simple concept of a fighting game will attract multiple people because those types of games have been around for a very long time. When a game is simple and looks appealing it should catch a persons eye. The game that my partner and I are making is a simple run & punch game where you have the basic controls, forward, back, jump & punch. There could possibly be different combos such as double jumping or air stomping as we develop it. As we add more features the game will become more appealing. The game will be player vs player (1v1) with a flat terrain. Each character has set hitboxes on their hands and body. The fist and the torso will be the set hitboxes. The main goal is to hit the person as many times as it takes to lower their health bar to 0.
● 1V1
● Health Bar
● Double Jump
● Wall Jump
● Air Smash
● Run & Slide
The simple concept of a fighting game will attract multiple people because those types of games have been around for a very long time. When a game is simple and looks appealing it should catch a persons eye. The game that my partner and I are making is a simple run & punch game where you have the basic controls, forward, back, jump & punch. There could possibly be different combos such as double jumping or air stomping as we develop it. As we add more features the game will become more appealing. The game will be player vs player (1v1) with a flat terrain. Each character has set hitboxes on their hands and body. The fist and the torso will be the set hitboxes. The main goal is to hit the person as many times as it takes to lower their health bar to 0.
● 1V1
● Health Bar
● Double Jump
● Wall Jump
● Air Smash
● Run & Slide
Gate #2
William Telios
User/IO Interaction: The main interaction between human and computer will be the keyboard.There will be no mouse controls in this game, everything will be letter keys and combinations.The only obstacle to winning will be how good your opponent is and how well they know thecontrols/combos. Some resources included in the game will be: Health bar [each player] andmaybe an energy bar that degrades by how many hits you make. The levels can getprogressively harder but the basic, 1st level is flat terrain and we can create more difficult levels.The games sprites are formed after Alex and I’s skin color but based on the original megamansprite.
User/IO Interaction: The main interaction between human and computer will be the keyboard.There will be no mouse controls in this game, everything will be letter keys and combinations.The only obstacle to winning will be how good your opponent is and how well they know thecontrols/combos. Some resources included in the game will be: Health bar [each player] andmaybe an energy bar that degrades by how many hits you make. The levels can getprogressively harder but the basic, 1st level is flat terrain and we can create more difficult levels.The games sprites are formed after Alex and I’s skin color but based on the original megamansprite.
Gate #3
● Both sprites are independently movable
● Both sprites have the same abilities (Punch, Run, Jump, Air Jump & Slide)
● Both sprites have same amount of health
● Sprites are fully-colored
● User controls everything about both of the sprites
● When sprite is hit, health goes down
● When health is at 0, you lose
Alpha Feature List
● Set-up map
● More movements and attacks
○ Air Jumping (2 Jumps)
○ Slide (Run movement + Slide)
● Fully animated sprites
Beta Feature List
● Slightly more detailed sprites
● Advanced movement
● Ranged attacks
● Shooting
● Both sprites have the same abilities (Punch, Run, Jump, Air Jump & Slide)
● Both sprites have same amount of health
● Sprites are fully-colored
● User controls everything about both of the sprites
● When sprite is hit, health goes down
● When health is at 0, you lose
Alpha Feature List
● Set-up map
● More movements and attacks
○ Air Jumping (2 Jumps)
○ Slide (Run movement + Slide)
● Fully animated sprites
Beta Feature List
● Slightly more detailed sprites
● Advanced movement
● Ranged attacks
● Shooting