Interplanetary Expanse
My project 3 for CAS 117.
Modifications:
1. Level system replaced with infinitely generating level. Details below.
2. Added system to remove/re-add objects far from the player (to avoid lag).
3. Added parallax background (I wrote this last project) and semi-transparent window tiles.
4. Changed the objective from level completion to Highscore with limited time, which I added to the main menu and UI.
5. Modified pretty much every object/pickup script to get them to save to file.
Quick note on generation:
This took longer than I expected, so I ended up not having spare time to throw in all the simple things I wanted to. In the end, I just threw together the timer/high-score system and as many generation tiles as possible before the project was due.
Seriously, making those tiles and mapping them out to ensure everything is A LITTLE time-consuming. (Even when I wrote my own tile builder)
Adding more tiles would MASSIVELY improve generation, but it's a time thing. I was making tiles up to 30 minutes before submitting lol.
Also because there are not enough tiles, there is a small chance of crashing if the function runs into something it does not have a tile to fill. This infrequently happens though.
Yes, there are repeating patterns. Not enough tiles to avoid this.
Please excuse the mess that is the main menu. It was a 4am moment for sure. :P
Credits:
Game design and modifications by Will F.
Most Game Assets are provided by MSU CAS-117.
Level Generation Algorithm is my attempt at the Wave Function Collapse algorithm: https://github.com/mxgmn/WaveFunctionCollapse
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