I needed simple box collision today, happy with the result and definitely reusable for the future :)
tons of bugfixes and code adjustments today, only spent a short time on visuals. But with the things I've implemented I can definitely start adding more interesting stuff. It's always a bit of a challenge to have object-oriented code in PICO, but it's helping a lot to know I can spawn enemies, bullets and boundaries over the same system and as often as the engine allows me to.
Been my first GameJam ever I tried to go with something easy and that would make me feel more comfortable, so I opted for using Phaser 3 as a framework.
I wasn't particulary happy with the theme, but to be honest, none of the 10 final themes inspired me too much.
I'm making a simple Pipes game, I know, nothing original, nothing new and very simplistic. But for a Solo Dev and first Jam I though it's better to have something that drop and give up.
Hopefully I can continue with some features that are needed, and creating different levels tomorrow. Maybe even redo some graphics.
Trying to extend my pico scripts a bit more to do something more action-based.
My current thematic vision is having the players reach cellphones to make calls to rescue people. Might change, I'll go to environment generation next. :)
For this Alakajam I am focused on creating a Cutscene Editor tool for my framework; Turtle Brains. It will be a fully featured editor with undo/redo and the ability to manipulate time and space for the sprites and objects that build a cutscene. With this tool I plan to make a very small game from cutscenes I create while testing.
Come join live and see what it is all about; https://www.twitch.tv/timbeaudet
Tools being used:
Visual Studio Code