Not A Typical Platformer (N.A.T.P)
It is a platformer game done for the assignments of the videogames development subject in the UPC. It consisted on 3 deliveries:
1st - Creating the platformer itself, with a moving character and a special ability (double jump, dash, etc).
2nd - Adding enemies with pathfinding (flying and walking enemy).
3rd - Adding UI system and menus to control the game.
Teaser Trailer
Game Controls
A - Move player to the left.
D - Move player to the right.
SPACE - jump/double jump (on air).
MOUSE LEFT - interact with UI elements that allows to click.
ESC - Close application/toggle pause (in mid-game).
Debug Keys
F1 - Start from the very first level.
F2 - Start from the beginning of the current level.
F3 - Activate/Deactivate path drawing.
F5 - Save the current state.
F6 - Load the previous state.
F8 - Activate/Deactivate collider GUI drawing.
F9 - Activate/Deactivate collider drawing.
F10 - Activate/Deactivate god mode.
F11 - Activate/Deactivate Framecap.
Main Core Subsytems
This game has 5 main modules:
Entity System that holds all entities such as: player, enemies, collectibles and deals with their physics.
It is connected with the pathfinding which is in charge of calculating the path that each enemy will do and send it to him.
The map which reads .tmx files that hold all information of the tile based level (done in Tiled)(position and texture of each tile, collisions and entity position).
The UI with a polymorphism system of UI elements that can be created and managed by the GUI module and stored in menu structs to deal with them in groups.
And finally but not less important, the scene management, which is in charge of deliverying to the renderer the current level, menu and entities on screen as well as managing the transitions between them.
Innovation features
1st Assignment
Simple entity system for player, thought to hold more entity types.
2nd Assignment
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Logic for entities(animations, speed, jump force and collider size and position) is defined in tiled.
Their position on the map is also defined in tiled.
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When god mode is activated and the player dies or falls out of the map, he will reappear in the further platform that he has reached.
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When an enemy does not found a path to the player, after 1.5 seconds it will start flying/walking around.
Charger(Boar): Will walk along all the platform in each directions. Bat: Will fly randomly across air.
3rd Assignment
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In the main menu, there is a continue button that can be unabled (after losing all lives or completing the game), or enabled (if saved game with f5 or by going back to main menu while in mid-game).
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The volume control is done by sliders, which also show the current percentage.
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There is a switch button to toggle fullscreen.
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The game can be paused at any time while in mid-game using the top-right button or ‘ESC’.
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UI element progress bar that can be decreasing or increasing and have multiple marks that can be active or unactive with diferent textures.
In mid-game, there is a bar that decreases overtime and shows the current trophy that would be obtained, each one turning dark after losing it. When the game is paused, it will open a menu with a progress bar that shows the current position of the player respect the level length.
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After completing the game, it will open a menu with the score , the trophy and the coins obtained.
Developer Team
- Entity system.
- Half of individual entities creation.
- Half of pathfinding algorythm.
- Design of the UI.
- Half of UI elements implementation.
- Half of individual entities creation.
- Half of pathfinding algorythm.
- Design of the levels and difficulty.
- Menu composition and behaviour.
- Half of UI elements implementation.
Check Out the repository here
Download the last version of N.A.T.P here
License
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this software, either in source code form or as a compiled binary, for any purpose, commercial or non-commercial, and by any means.
In jurisdictions that recognize copyright laws, the author or authors of this software dedicate any and all copyright interest in the software to the public domain. We make this dedication for the benefit of the public at large and to the detriment of our heirs and successors. We intend this dedication to be an overt act of relinquishment in perpetuity of all present and future rights to this software under copyright law.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.