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Fantasy Brawl is a Battle Royale game developed by CheckTheDog that features intense action in a PvP map. 4 players have to give their best in order to survive the struggle! Moreover, each player is in control of a totally different hero each with its own characteristics and special ability! Get ready warrior! A fierce battle against the strongest is about to begin!

Home Page: https://checkthedog.github.io/Fantasy-Brawl/

License: MIT License

C++ 34.05% C 64.89% Objective-C 0.35% CMake 0.71%
finalfantasy brawl brawler multiplayer split-screen champions competitive arena battle-royale pvp

fantasy-brawl's Introduction

FANTASY BRAWL

Fantasy Brawl is a Battle Royale game developed by CheckTheDog that features intense action in a PvP map. 4 players have to give their best in order to survive the struggle! Moreover, each player is in control of a totally different hero each with its own characteristics and special ability! Get ready warrior! A fierce battle against the strongest is about to begin!

  • Fantasy Brawl's Wiki: Wiki
  • Fantasy Brawl's Website: Website

CONTROLS

  • Player Movement (Gamepad Exclusive):

    • Move around: LEFT JOYSTICK movement in any direction
  • Player Abilities(Gamepad Exclusive):

    • Aim: Move RIGHT JOYSTICK
    • Basic Attack: Press / keep pressed RIGHT TRIGGER.
    • Ultimate Attack: Press LEFT TRIGGER, then release it.
    • Special Ability: Press LEFT BUMPER, then release it.
    • Shield: Press X, deactivate it halfway pressing X again.
  • UI Movement (Gamepad exclusive):

  • Use DPADS or LEFT JOYSTICK to move through menus (in champion selection only DPADS)

  • PRESS A to interact with UI elements

  • PRESS B in champion selection screen if a character has been selected with A to deselect

  • PRESS START to open ingame settings menu or go back in certain screens

Note that in most of the UI only PLAYER 1 has influence.

  • Debug Features

  • Mouse to move through UI

  • F5 -> In character selection screen/map preview, lock all champion selections, independently of how many gamepads are connected

  • F8 -> Activate UI bounding boxes debug draw

  • F9 -> Activate colliders bounding box debug draw

  • ESC-> to go back in certain screens

Tip: Auto-aim will be activated when being near enemy players, no need to move the right joystick.

Note that some visual features are deactivated on Champion Selection screen by default.

HOW TO PLAY AND WIN

Every round won gives you 3 stars, and every kill 1 star. Play the 4 rounds and get the highest number of stars to win!

AUTHORS: CheckTheDog

A pleasure! We are a team of 8 university students of UPC Barcelona with a clear mindset, turning our game into a one of a kind experience! To do so, each member helds its own responsibility, which in turn allows the team to work efficiently and effectively towards our goal, making this game a reality! Know the team!

Team Lead: Aitor Simona

Code: Didac Romero

Code: Marc Garcia

Management: Vladislav Bulantsev

Art & Audio: Roger Sànchez

Design: Jacobo Galofré

UI: Òscar Larios

QA: Pol Bosch

Special thanks

SOCIAL

Caught your interest? Follow us on twitter! Updates on the game's development are on their way!

Our Twitter account: Our Twitter

TOOLS USED

  • Microsoft Visual Studio 2017
  • Tiled
  • Adobe Photoshop
  • Piskel
  • Brofiler
  • SDL, STL and pugi xml

DISCLAIMER

Copyright Disclaimer, allowance is made for "fair use" for purposes such as criticism, comment, news reporting, teaching, scholarship, and research. Fair use is a use permitted by copyright statute that might otherwise be infringing. Non-profit, educational or personal use tips the balance in favor of fair use." All content is owned by its respective creators, no copyright infringement is intended, its use is solely and strictly educational.

We do not own most of the sprites, tilesets, music or sfx presented in this game. Authors credited below:

  • Player sprites, Tilesets & songs, SFX are property of Square Enix, original from Final Fantasy Tactics for Sony's Playstation

LICENSE

© 2019 CheckTheDog

Licensed under the MIT License

TASK LIST

Aitor:

  • Base Code
  • Entity System
  • Collision System
  • Player Movement
  • Player Aim
  • Character animations (implementation)
  • Player particle shooting
  • Particle system improvements (put to work)
  • Player basic attack
  • All charachters Super Attacks
  • Player Shield
  • Particles launched in all directions with rotated sprite
  • Particle collisions and damage, player death
  • Cameras inside map bounds and fixed to players
  • Players spawning position and full reset at new game
  • Scores (kills + winner) in code
  • Music Plays
  • Improved Sprite Ordering
  • In-game UI (code behaviour)
  • Player-Character Independence
  • Adapted Player related stuff and particles to Scale system
  • Auto-Aim
  • Added IDCircle code management
  • Aim path on basic & Super attacks
  • Added margin (code)
  • Added Arrows
  • Added random music at game start
  • Solve problems with sliders and storm
  • Adapt UI to viewports
  • Champion selection "playground"
  • Hitbox for all players
  • Screen blinking when being hit
  • Implemented skull anim on player death
  • Implemented particle hit marker
  • HP bar blinking when being damaged
  • Timer blinking when storm is going to close in
  • Special Abilities
  • Added visual feedback on all supers/specials
  • Added target on nearest player
  • Set App Icon
  • UI Transitions
  • Player appearance && disappearance
  • Website Member page
  • Intro video (code)

Didac:

  • Gamepad Input management (all buttons, joysticks and haptic features)
  • Storm
  • Fx plays
  • Gamepad Vibration
  • Scale system
  • UI Movement through gamepads
  • Feather
  • Helped Implementing skull anim on player death
  • Helped Implementing particle hit marker
  • Music and SFX balancing
  • Added shield and super fx
  • Key Binding
  • Options Menu (code)
  • Items
  • Website Member page

Pol:

  • All 4 character animations (Wendolin, Trakt, Simon, Meliadoul):
    • 8 direction Idles (creation).
    • 8 direction movement (Up, Down, Left, Right creation; Diagonals taken from sprites).
    • 8 direction attack frames (Up, Down, Left, Right creation; Diagonals taken from sprites).
  • All 4 character sprites into Tiled object layers (+ Adjustments).
  • Particle Textures.
  • Crystal Textures.
  • Tileset for the 1st map.
  • Map layout in Tiled.
  • Automap feature in Tiled adapted to our Tileset (Automatically creating all layers of tiles including collisions, from a ground basic layer).
  • Shield Animation (Shield desintegration 40 frames + shield vanishing 4 frames).
  • IDCircle Animations (4 colours, 4 different textures per colour).
  • Margin + mid-screen texture (ART)
  • Redone UI In-game bars in pixel art
  • Redone UI In-game arrows in smaller size
  • Distinct map zones (all 3 tilesets + zone design)
  • Champion Selection Screen Design + arrows
  • Book (UI image)
  • Map preview design (art)
  • Main Menu Design (art)
  • Death skull texture
  • Options Menu Art
  • Book animation (art)
  • Website Member page

Vladislav:

  • Basic Particle System (rough)
  • Website
  • Website Member page
  • Intro Video (Art)
  • Gameplay and Trailer

Jacobo:

  • Initial Sprite Ordering implementation
  • 4 camera system
  • Camera culling
  • Improved Sprite Ordering
  • Round System
  • New Score System
  • Map Preview (code)
  • Final Scoreboard
  • Game Timer
  • Stars shown on screen when obtained
  • Website Member page
  • Intro video (sound)

Oscar:

  • Main menus, working UI workflow
  • Pause menu
  • Placeholders (temporal art)
  • Character Selection Menu
  • Scoreboard Menu
  • In game UI (HP Bar + Super Attack Bar)
  • In-game UI adjustments
  • Options Menu (sliders + apply button)
  • Main Menu
  • Champion Selection screen (except "playground")
  • Replaced some placeholders for new art (sliders)
  • Replaced some placeholders for new art
  • New button art
  • Adjustments in Champion Selection Screen
  • Map preview after champion selection screen
  • Credits Screen
  • Website Member page

Roger:

  • In game UI Art (legacy version)
  • Sliders art
  • Rectangles for champion select and character select screens
  • Work on initial maps
  • General design
  • Website coding
  • Wiki update
  • Logos and art design
  • Website Member page

Marc:

  • Loaded audio to code
  • Buff manager
  • Item system (discarded)
  • Updated wiki
  • Website Member page

fantasy-brawl's People

Contributors

aitorsimona avatar didacromero avatar marcgreig avatar megaoski avatar rogerjimbo avatar sherzock avatar vlaad96 avatar xulu-u avatar

Stargazers

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Watchers

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fantasy-brawl's Issues

ScoreBoard not showing if storm kills players

Bug Type:
Description:
If the game starts and players are afk, storm kills them but Scoreboard does not show

Fatal ()
Unintended action (x)
Aesthetic ()

Priority:

ASAP (x)
High ()
Medium ()
Low ()

Frequency:

Everytime (x)
Regular ()
Low ()

Reproduction:
Start game and leave players afk, storm kills them and scoreboard does not appear

Expected behavior:
Scoreboard should determine that there is not a winner

Actual behavior:
Scoreboard does not show, then the game flow is stopped

Game version:
0.5

Additional context:

(Screenshots, others here)

Suggested Assignees:
@Megaoski
@AitorSimona

First phase storm timer bugs

Bug Type:
Description:

(Desribe the bug here)

Fatal ()
Unintended action (X)
Aesthetic ()

Priority:

ASAP ()
High ()
Medium (X)
Low ()

Frequency:

Everytime (X)
Regular ()
Low ()

Reproduction:
While the storm is MOVING, press ESC and start a new game, the storm should come close faster

Expected behavior:
Shouldn't happen :).

Actual behavior:
Comes in sooner.

Game version:

0.5.2

Additional context:

(Screenshots, others here)

Suggested Assignees:

Didac

Collider view activates on game start

Bug Type:
Description:
When a game begins (1st round) the collider view is activated.

Fatal ()
Unintended action (x)
Aesthetic (x)

Priority:

ASAP (x)
High ()
Medium ()
Low ()

Frequency:

Everytime ()
Regular ()
Low (x)

Reproduction:
The bug triggers randomly on begining a game.
It's very random, detailed reproduction is not available.

Expected behavior:
No debug tools are activated.

Actual behavior:
Randomly, at times, when a game begins (1st round) the collider view is activated.

Game version:

[v0.9.1]

Additional context:
None

Suggested Assignees:

Aitor Simona

Gamepad new connection after game start makes P1 control everything

Bug Type:
Description:
If there's a gamepad connected to the PC, the game is running and we connect another gamepad, the entity that should be controlled by the new gamepad, is controlled by the previously connected gamepad.

Example: Player 1 (P1) is playing with his/her gamepad connected. P2 connects the gamepad, the entity of P2 is controlled by P1.

Fatal (x)
Unintended action ()
Aesthetic ()

Priority:

ASAP ()
High (x)
Medium ()
Low ()

Frequency:

Everytime (x)
Regular ()
Low ()

Reproduction:

1- Connect 1 gamepad and start the game
2- While playing, connect another gamepad to play as player 2

The bug has now been triggered
3- Try to move with the new player, only the previous player controlls the new one.
Expected behavior:

Player 2 can play with the new gamepad connected.

Actual behavior:

Player 1 also controls Player 2

Game version:

v0.1

Additional context:

Suggested Assignees:

@DidacRomero
@AitorSimona

Double Speed on Player Animation

Bug Type:
Description:
When 2 or more players have the same animation the speed is scaled to the factor of players.

Fatal ()
Unintended action ()
Aesthetic (X)

Priority:

ASAP ()
High ()
Medium ()
Low (X)

Frequency:

Everytime (X)
Regular ()
Low ()

Reproduction:

1- Make 2 or more players face the same way, so they have the same animation
2- Notice how speed scales up to the number of players

Expected behavior:
Same animation speed always

Actual behavior:
Speed scaled to the factor of players

Game version:
0.1

Additional context:

(Screenshots, others here)

Suggested Assignees:

Aitor Simona

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