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Project F Gold (v.1.0)

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@BarcinoLechiguino BarcinoLechiguino released this 15 Jun 21:22
· 12 commits to master since this release
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Project F

Changelog

  • The UI has been fully implemented.
  • The Options Menu has been animated.
  • Now neutral entities show under FOGGED tiles.
  • Final Version of the map was implemented.
  • Save and Load System was implemented.
  • Projectile System was implemented.
  • Building System was implemented.
  • Now selected units and resources have a halo drawn below them.
  • Now selected buildings have a square drawn around them.
  • Now units flash red when they receive damage.
  • Installer was implemented.
  • Assets are now loaded from a .zip file.
  • Boulder Obstacle sprite was modified.

Key Features

  • Gameplay Features:

    • Alpha version of the map.

    • Group selection and movement.

    • 4 types of Playable Units:

      • Gatherer: Gathers resources. Can be selected and moved around.
      • Scout: Attacks enemy entities. Can be selected and moved around. Really Fast.
      • Infantry: Attacks enemy entities. Can be selected and moved around.
      • Heavy: Attacks enemy entities. Can be selected and moved around. Slow but Powerful.
    • 4 types of Non-Playable Unit:

      • Enemy Gatherer: Gathers resources. Cannot be selected and will attack any ally entities on-sight.

      • Enemy Scout: Attacks allied entities. Cannot be selected and will attack any ally entities on-sight. Really Fast.

      • Enemy Infantry: Attacks allied entities. Cannot be selected and will attack any ally entities on-sight.

      • Enemy Heavy: Attacks allied entities. Cannot be selected and will attack any ally entities on-sight. Slow but Powerful.

    • Ally and enemy combat units will automatically attack if one enters within attack range of the other and will chase them if they get out of it.

  • 6 types of Buildings:

    • Ally Buildings:

      • Town-hall: Can generate Gatherer & Scout Units. Can be upgraded.
      • Barracks: Can generate Infantry & Heavy units. Can be upgraded.
      • Wall: Serves as protection as well as an obstacle to enemy units. (Work in Progress)
    • Enemy Buildings:

      • Enemy Town-hall: Can generate Enemy Gatherer and Enemy Scout Units.
      • Enemy Barracks: Can generate Enemy Infantry and Enemy Heavy Units.
      • Enemy Wall: Serves as protection as well as an obstacle to ally units. (Work in Progress)
  • 3 types of Resources:

    • Rock: Can be mined from certain spots all over the map. Used to create Gatherer and Heavy Units as well as upgrade buildings.
    • Tree: Can be harvested from certain spots all over the map. Used to create Infantry and Heavy Units as well as upgrade buildings.
    • Obelisk: Can be collected from certain spots all over the map. Used to upgrade every ally unit and building.
  • 1 type of Obstacle:

    • Boulder: Will obstruct the path of both ally and enemy units.
  • Win/Lose Condition:

    • Victory can be achieved by destroying the enemy's Town-hall. Conversely, if your Town-hall is destroyed it is Game Over.
  • HUD Features:

    • Minimap: Shows the whole map as well as ally and enemy entities. Moreover the camera can be manipulated by clicking on it. It will also show the current state of the Fog of War.

    • Pause Menu: Pauses the game and allows the player to access the options menu, get to the main menu, exit the application or resume the game.

    • Ally Building Menu: Menu that is displayed when a building is selected. It has a text explaining what it does and allows to make use of the building's functionalities (Town-hall menu will have a button to create Gatherers, etc.)

    • Enemy Building Menu: Menu that is displayed when an enemy building is selected. It s has a text that will explain what the enemy building's functionalities are.

    • Resource Menu: Menu that will display the amount of resources that the player has at any given moment.

    • Quest Menu: Menu that will display the Quests that are currently active and their state of completion.

    • Building Menu: Menu that will display the buildings that are available to build and their cost. The buildings currently available are the Ally Townhall and the Ally Barracks.

    • Entity Healthbars: Each entity will have their own healthbars. Said healthbars will only show when an entity has been selected or has been hurt.

      • Ally entity healthbars will be GREEN.

      • Enemy entity healthbars will be RED.

      • Resource entity healthbars will be BLUE.

    • Creation Bars: When a unit entity is created, a bar displaying the progress will appear below the building that is creating the unit.

    • GUI Animations: A GUI Slide animation has been implemented and has been applied to different elements of the UI and the HUD (Pause Menu, Quest Log...).

  • Other Key Features:

    • Fog of War: There will be Fog of War covering the map. It will have 3 states: UNEXPLORED, FOGGED & VISIBLE.
    • Particle System: 7 different kinds of particles have been implemented.
    • Dialog System: 12 different dialogs have been implemented. 5 in the tutorial and the rest spread throughout the game.
    • Quest System: 4 different quests have been implemented. (1 Main Quest and 3 Side Quests)
    • Save & Load System: The game state can be saved and loaded.
    • Building System: 2 different buildable buildings have been implemented. (Ally Townhall and Ally Barracks).
    • Projectile System: 6 different projectiles along with their particles have been implemented.
    • Tutorial: A tutorial with 5 different steps explaining the main gameplay mechanics have been implemented.
  • Key Technical Features:

    • Camera Culling: All tiles outside the camera's bounds will neither be iterated or drawn.
    • Sprite Rendering Order: All entity sprites will be rendered ordered by their Y axis position in the world. The unit with the lower Y value will be rendered first.