Closed Bug 811121 Opened 12 years ago Closed 11 years ago

prototype 2d game

Categories

(Marketplace Graveyard :: Reference Apps, defect)

defect
Not set
normal

Tracking

(Not tracked)

RESOLVED FIXED

People

(Reporter: wenzel, Assigned: jlong)

References

Details

(Whiteboard: u=dev c=refapps p=5 s=2013.3)

After we agree on specs, let's develop a v1 prototype of the 2d game.
James and I talked about this and came up with a rough plan: https://etherpad.mozilla.org/ZOHF9A3WOm

We're going to make an R-type clone with simple mechanics so that we don't get caught up in creating content/levels. You fly a ship and kill enemies as the screen slowly scrolls across. There will be a few different types of enemies and a few different types of power-ups. Classic.

Is this bug specifically for planning the game or also creating the game?
This bug is for making v1.
I gotta be honest, my brain is kind of fried this week already from hacking together my 3d game for github's game off on the side. I'm not sure I have the mental load to do much on this this week. I really think we can get a lot done in a short amount of time though if we sit down and focus on it.

Is it ok if I make this a priority next week?
With my travel, vacation, and prep schedule I've been in the same boat. I should have a lot more time next week.
Last week I made some progress: http://jlongster.github.com/webfighter/

Space to shoot, arrows to move around. That's pretty much the basic mechanic. We just need to flesh it out into an actual level with special weapons and enemies. No need to get too complex though.
I talked with my team yesterday and we're moving this into the early Jan. timeframe. I'm focusing on the layouts library for mortar which is more important right now, and we have a few reference apps already. This is important, but it can be done in January.

Fred, how do we move bugs around in the scrumbugs milestones?
Whiteboard: u=dev c=refapps p=5 → u=dev c=refapps p=5 s=2013.1
Blocks: 834582
Whiteboard: u=dev c=refapps p=5 s=2013.1 → u=dev c=refapps p=5 s=2013.2
If we want this for MWC (bug 834582) we need the help of someone who can create visual assets and very quickly, and probably to clear some other things off :jlongster's plate. I am flexible enough right now to focus on it, but it sounds like James might not be.
Do we need unique graphics, or can we find an appropriately licensed set of game graphics online? I am not sure we have enough design resources before MWC to design game tiles right now, but let me CC Tony, Michael, dbuc to help determine this.
If anyone does know of an appropriately-licensed set of sprites and graphics, that will help a ton.

Core gameplay is nearly done. I filed a number of issues on the webfighter repo[1] that detail much of what's left to do, but James might have a laundry list of his own.

[1] https://github.com/jlongster/webfighter
I didn't know we needed this for MWC. I was told this was put on hold and I'm working on the Action Bar project for MWC (supposed to finish it by next Monday), so I'm not focusing on this. I think it would be great to have though, so thanks for pushing it closer to completion James!

I had started doing some pixel art before I got pulled onto other stuff. There are some free assets out there but I couldn't find any that had ships and monsters. Worst case is that we can create some basic pixel art. It's not too hard, it's just the animations that are time consuming, but if we keep the animation rate low (only 3 frames for each entity), it should be too bad. Not saying we should do this, just that it's possible (I'd be willing to do it).

I'll spend some time on this this week because I think it's fun and it would be cool to have, but I have to finish the Action Bar stuff by Monday and it'll take most of my time.

Thanks again James for firing this up again! (Just played it with your code, wooo bullets!)
Also, one thing I definitely want to do is implement a quadtree structure so that entities that move offscreen are excluded from a bunch of expensive calculations (like collision).
The reason I started in on this again was because it was set to block bug 834582, the MWC deveco demo.

We should make a call whether that's reasonable given the other commitments for MWC.

(In reply to James Long (:jlongster) from comment #11)
> Also, one thing I definitely want to do is implement a quadtree structure so
> that entities that move offscreen are excluded from a bunch of expensive
> calculations (like collision).

I've at least started removing objects when they leave the screen (frex in https://github.com/jlongster/webfighter/commit/bea25a1a) as a blunt method of this.
Oh, nice! Then if we only spawn enemies when they are on-screen, that'd probably fine. Also we probably need to remove the players bullets when they leave the right side of the screen. That's a much easier way to do it.

I think we can finish this by MWC. The project I'm working on is supposed to be done early, like next week, so I can switch to this then.
(In reply to James Long (:jlongster) from comment #13)
> Oh, nice! Then if we only spawn enemies when they are on-screen, that'd
> probably fine. Also we probably need to remove the players bullets when they
> leave the right side of the screen. That's a much easier way to do it.

Done[1]! And enemy lasers, too[2]. 

(At one point, I wasn't restricting shooting to enemies on screen, so the 800-or-so enemies started firing at once. I got aggressive about removing objects.

Now I am getting a reliable but unpredictable hang, where *some* object will end up with this._scene = null, and some check or other fails. Not really sure what's going on there.

[1] https://github.com/jlongster/webfighter/blob/master/www/js/units.js#L104
[2] https://github.com/jlongster/webfighter/blob/master/www/js/units.js#L130

> I think we can finish this by MWC. The project I'm working on is supposed to
> be done early, like next week, so I can switch to this then.

Sounds good!
Whiteboard: u=dev c=refapps p=5 s=2013.2 → u=dev c=refapps p=5 s=2013.3
No longer blocks: 834582
I'm still going to work on this now even if it's unlikely we'll finish it for MWC.

(In reply to James Socol [:jsocol, :james] from comment #14)
> 
> Now I am getting a reliable but unpredictable hang, where *some* object will
> end up with this._scene = null, and some check or other fails. Not really
> sure what's going on there.

Yeah, I can reproduce it constantly if I bump up the speed of the camera to move through the scene really fast. Not sure what it is but I can probably narrow it down now.
Blocks: 840737
No longer blocks: 840737
Depends on: 840737
Whiteboard: u=dev c=refapps p=5 s=2013.3 → u=dev c=refapps p=3 s=2013.3
Component: Developer Pages → Reference Apps
Summary: [ref app] prototype 2d game → prototype 2d game
Whiteboard: u=dev c=refapps p=3 s=2013.3 → u=dev c=refapps p=5 s=2013.3
Blocks: 848831
Blocks: 848833
Blocks: 848835
No longer blocks: 848835
No longer blocks: 848833
No longer blocks: 848831
I don't think "tracking" bugs like this, since it covers too much. I just moved all of our small webfighter bugs into bugzilla and put scrumbugs tags on them, so we can manage this better in smaller pieces.

Closing this bug now since it's not really needed anymore. The game is mostly done, just need to finish the rest of the bugs which should be pretty straight-forward. Most of the work is choosing the right game mechanics to make it fun.

(yay for 5 points!!!)
Status: NEW → RESOLVED
Closed: 11 years ago
Resolution: --- → FIXED
That is so cheating, re: the five points.
I worked for several weeks for these 5 points, so it's not *completely* cheating!

On the other hand, I filed about 10 points worth of bugs, so it's actually a negative gain.
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