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authorDavid Thompson <dthompson2@worcester.edu>2016-04-30 08:46:33 -0400
committerDavid Thompson <dthompson2@worcester.edu>2016-04-30 08:46:33 -0400
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* Spring 2016 Lisp Game Jam
-** Game
+** Gameplay
- Minimalistic Ikaruga clone with pixel art visuals.
+ Minimalistic Ikaruga clone. The player can switch between a light
+ ship and a dark ship with the push of a button. Bullets are either
+ light or dark. When the player is light, dark bullets kill and
+ light bullets are absorbed. Vice versa when the player is dark.
+ Dark bullets deal 2x damage to light enemies and vice versa.
+
+ For simplicity, the player will fight waves of enemies with a boss
+ fight at the end. The next wave enters when the current wave has
+ been defeated.
+
+** Graphics
+
+ All graphics use the Dawnbringer 16 color palette.
+
+*** Player sprite
+
+ The player sprite is 16x16 and has 3 frames: moving forward,
+ moving left, moving right.
+
+*** Enemy sprites
+
+ Each enemy sprite has only 3 frames. The first two are the normal
+ sprite frames. Two frames are used so that the enemy can
+ "breathe" and appear as if it's moving and isn't just static. The
+ third frame is flashed when the enemy has been hit by a bullet.
+
+*** Explosion sprites
+
+ Need both small and large explosion animations. Perhaps some
+ explosion animation on OpenGameArt can be recolored.
+
+** Design resources
+
+ http://shmuptheory.blogspot.com/2010/02/anatomy-of-shmup.html
+ http://www.gamasutra.com/blogs/AttilioCarotenuto/20150930/254963/Designing_smart_meaningful_SHMUPs.php
+
+
+** Devlog
+
+ (aggregate into real blog post at some point)
+
+*** Day 1
+
+ - Made player sprite
+ - Made first enemy sprite
+ - Made scrolling background
+ - Got boilerplate code in place, player can move and shoot.