Android Game - OxiStudios/OrbMain GitHub Wiki

Game Description

The game at its core is a very simple top-down, old style space shooter. The player is a spaceship that can be moved right and left by tilting the phone, left and right. The ship shoots a bullet every time the player clicks anywhere on the screen. We will have a never ending mode and level mode. Every ten levels on level mode there is a boss. Players can start the game by going to the play screen, where then they can pick if they was endless or level mode. If they choose level a new screen will pop up as to what area they want to play (basically the type of enemies and back that scrolls). After choosing the area they will choose what level in that area they want to play. Areas are unlocked after the previous areas have been completed. Endless mode works the same but instead of choosing a level they choose the area, however the area is still locked if it is not unlocked in level mode.

Game Mechanics

The best part of the game is upgrading your bullets, gun and ship. We will have a ton of different types for each category. People have to gain money and xp(level up) to purchase the upgrades, or they can unlock half of them for 99 cents, or all of them for $1.49 (get money, fuck bitties (; ). The player will also be able to have two abilities that they can use during the game that have cooldown times (heat seeking rockets, shield that takes all damage, etc.). There will be a small button on the top of the screen that they can click which makes a table slide out and the buttons for their abilities will be on this table. Once they have selected an ability the table will automatically slide back in. There will be rails that the player can choose to stay inside of and will gain bonus points every kill that the player is inside the rails. Achievements will play a big role in this game. I want to have around 50. I think we might have ships that the player can buy that have two guns but the physics code will need more added if that were to happen, but it shouldn’t be too hard. Some details that need to get figured out still are: xp per kill, xp per level, what the enemies are going to look like (glowing orbs, i want things to look cool and flashy), the amount of money per kill, the amount of health the player has and the enemies have, if enemies do damage, how bosses will work, how many enemies per level, rail system (like a race track almost).

***Question: Are we making a universal screen resolution for our game? Are we going to incorporate tablet screen sizes? I’m not sure how it works for android development but for iOS you have to choose what resolution you want to develop in.

***Answer: No, we dont have to say what screen res we want to work in but we have to keep it in mind when we are sizing the objects. You would mostly just use screen ratios ex: object.setWidth(Gdx.graphics.getWidth * ratio) so for a 64 pixel by 64 pixel image on a 720p (portrait) the ratio would be 64/720. and then so on a 1080p screen the ratio would be x/1080 = 64/720. However you see that the ratio is static (mostly) and the screen size changes so then the object size changes

Screens (all the screen classes that need to be written for the game) Main Menu Main Game Screen Game Type Endless mode Area Selection Level mode Area Selection (Level mode needs a new name) Area 1 Level Selection (... and every other area) Achievements Upgrades Ship Gun Bullets Abilities Stats Tutorial Options Credits

Achievement Money Achievements: Earnin and Burnin:

Kill Achievements: CEO Of Killin!: Killionare: Ooh Kill ‘Em!:

Level Achievements: (Display rank in stats and Achievement screen) The New Guy: Level 2(Recruit) So I See You Like To Kill Things: Level 5(Private) “prestige mode”?

Boss Kill Achievements:

Play Time Achievements: You Played How Long?! 10 hrs played This isn’t an RPG Ya Know… 25 hrs played Area Unlock Achievements: Into the Void: Void realm unlocked -They Came From Within Earth realm unlocked Game Engine (lol if you can call it that) Classes

MainGameScreen: the screen that the game renders to World: where everything comes together, gets created and rendered. Also handles input Physics: all bodies that are created are housed here, along with collision detection OrbCreator: creates orbs at the correct point and houses all the orbs. Orb: has the different characteristics of each orb, so multi orbs can be created Ship: this is where the gun is created and the ship is created; Gun: this is where the barrel and bullet information is held.

Need to be Created still Some sort of point class that talks to the stats class, this will be in charge of displaying graphics such as: new achievement, score, money, xp, bonuses, level class that handles the animations of different things such as orb exploding, bonuses, etc. Sound class Boss class, triggers to activate THEEEEE BOSSSSSS. Abilities class Asset Loader class: handles the loading screen in the beginning and loading in all the assets so going from level selection to game is almost instantaneous.

Art EVERYTHING…but seriously Lets do like 20 of each, barrel, gun base, bullets, and ship maybe more of one than the other -All screens need art -All achievements -Selecting upgrades will just a bigger version of the in-game model

Layouts That still need to be decided: -How the main menu will look -How the achievement screen will look -How the the upgrade screens will look