![]() ![]() ![]() □ Perlin 2D engine You dont need to dwelve into this, most of the GUI is ready.When the player moves the player character stays in the center of the view.Levels are larger than the game window (for example 3 screens wide and 3 screens tall).Implement bigger levels than the game window. Entering this square moves the player to a different map. If the name given is one of the game developers' name, the player can walk through walls.There is a Name label and text field on the screen.This name will also function as a cheat code! Allow the player to set a name for my character. At least one of them has to be not purely decorative, but have some effect on gameplay. These can be more monsters, items, or background. Take a look at the tile sheet (tiles.png). A custom movement logic is implemented (like Ghosts that can move trough walls, monster that chases the player, etc.)Ĭreate maps that have more varied scenery.One type of monster moves around randomly and teleports to a random free square every few turns.Create a more sophisticated movement AI. One type of monster does not move at all.There are at least three different monster types with different behaviors.Then it becomes an open door.Ĭreate three different monster types with different behaviors. The hero cannot pass through a closed door, unless it has a key in his/her inventory.There are two new square types, closed door, and open door.Different monsters have different health and attack strength.Ĭreate doors in the dungeon that open by using keys.Having a weapon should increase your attack strength.Create a feature where the hero attack a monster, and it doesn't die, it also attacks the hore at the same time (but is a bit weaker, and only removes 2 health).If health of a monster goes below 0, it dies and disappears. Attacking a monster removes 5 health points.Make the hero to able to attack monsters by moving into them. Argonauts Agency: Pandoras Box Argonus and the Gods of Stone. After the hero picks up an item, it should appear in inventory. Almost Epic Adventures: Neverlooted Dungeon Almost Home Now.There is an Inventory list on the screen.Show picked up items in the inventory list. After the player clicks the button, the item the hero is standing on should be gone from map.There is a "Pick up" button on the right side of screen.The item has to be displayed on screen (unless somebody stands on the same square)Ĭreate a feature that allows the hero to pick up an item.A player can stand on the same square as an item.There are at least 2 item types, for instance a key, and a sword.There are items lying around the dungeon. The hero is not able to move into monsters.The hero is not able to move into walls.Students has an Entity Relationship diagram (connections between classes, 1-1, 1-many.) on paper, or whiteboard.Ĭreate a game logic which restricts the movement of the player so s/he cannot run into walls and monsters.Student has drawn a class diagram (classes, fields, methods and inheritance) on paper, or whiteboard.there are really deep patches of snow that will slow you down to a crawl. It will help you understand what is going on. You can evolve your Happiny into a Chansey if you use an Oval Stone on it. You should do this before planning everything else. Understand the existing code and class diagram so you can make changes. In principle, you could implement aĬompletely different interface e.g. Movement, game rules, and so on), is in the logic package, completely ![]() Design patterns: layer separation (All of the game logic, i.e., player.} (glyph) means a miscellaneous item, for example a box of beasts or phial of floods. Pressing } displays the runes of Zot that you have acquired.If you hit something and the message ends with !, that means you did 7-17 damage.! adds an annotation to your current floor. ![]()
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