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shell_tactic's Introduction

Hello there! I'm Bela Toth, Achie

A hobby game developer, fooling around in pixel art and retro feel games in PICO-8 and Godot!

Making games, attending game jams, writing development articles, reviews and post-mortems.

Buy Me a Coffee at ko-fi.com

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I Create Games & Dev Articles:

achie72 achie72 achie72 achie72 & achie72 achie72 achie72 achie72

๐ŸŒณ My Linktr.ee

-Current Projects-

๐Ÿ“ PicoShorts! A "Weekly" review of PICO-8 games I played.

๐ŸŽฎ A retro insipred platformer game in the PICO-8 engine! You can read the progress over at the GitHub Kanban

โŒจ๏ธ Currently remaking my Pico-8 Clock Mage game jam entry in Godot! Now called Void Break! You can read the progress over at the Trello Table

๐Ÿ“š Honing on my skills in: Pixel art, Godot Game engine, Pico-8, and various langue skills, such as C, C++, Python

-Tech Stack-

C++ C# C Java JavaScript Lua Markdown Python Ruby Shell Script Gimp Gnu Image Manipulation Program

Godot Engine PICO-8 Unity .Net Spring

MongoDB MySQL AmazonDynamoDB

AWS Docker Jira Raspberry Pi Trello Bitbucket Git TravisCI

Atom IntelliJ IDEA Sublime Text Visual Studio Code Visual Studio

Debian Fedora Manjaro Linux Ubuntu Windows Itch.io

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shell_tactic's People

Contributors

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Watchers

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shell_tactic's Issues

Damage indication

Damage is not well signaled, and lack punch, as the impact effect is missing on player hit.

Possible Solution:
Add new effect for impact
Use old effects
Add new sounds

Destroying map with different turret levels

Atm, all turret levels can destroy all blocks. These could be changes as following for some playtests:

  • Small turrets: can only destroy regular brick
  • Medium turrets: can destroy white bricks as well
  • Huge turrets: can destroy white bricks with one shot, as well as regular ones

Result pop-up

The match result pop-up is easily skippable if players are pressing the buttons fast.

Possible Solution:
Add a time window, in which you cannot skip the pop-up
Addig a new timer, and some if's to resolve this

Presistent drops through maps

Atm, dropped upgrades are persistent on the map. If you end the game with some on the map, and start a new map quickly, you can grab the drops from the last game. This should not happens, drops should be cleared on level exit.

Possible solution:
Empty the drop collection on map entry/leave

Z level sorting

Atm, forest don't cover up players, as they should. If a player is on a forest tile, he should be obstructed, to help hide base tactics.

Possible solution:
Create a foreground element collection, and add forest into that. When _draw() is called, foreground elements should be drawn later than players, bullets, particles, but not upgrades.

Single-player mode

Atm, there are no solutions for a single player to play.

Possible solutions:
Add crude AI-s to play against
Add campaing mode

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