Alien Hunt: Eradication

Experience Alien Hunt: Eradication
Created by: By Nwenendah-Mpi Raymond, Sabbah Dean, Louis Andy, Slavchev Yordan, Chu Eric

Available on Itch.io!
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Alien Hunt: Eradication
Welcome to Alien Hunt: Eradication, the thrilling 2D-platformer game showcase website where you can experience adrenaline-pumping action in the survival of the human race. Our platformer provides a great gaming experience and we strive to achieve that. Explore our site to learn more about our game and fight the returning robots!
screenshots:








Posted 2024-04-09
About us
Created by: By Nwenendah-Mpi Raymond, Sabbah Dean, Louis Andy, Slavchev Yordan, Chu Eric
we are part Carleton University students part of a game design class learning on how to design video games.
Game Notes/Backlog
Here is our past game notes and backlogs. You will find our game thought process, and how we designed our game over time. All information here is in chronological order:
Here is our past game notes and backlogs. You will find our game thought process, and how we designed our game over time. All information here is in chronological order:
Game note #1:
CURRENT GAME NAME: Human Hunt: Last Stand
(subject to change)
Difficulty of each task/user-story:
(easy) - expected to be completed quickly.
(okay/medium) - expected to be completed after some work.
(hard) - expected to take lots of work..
Backlog:
(Prioritized from most important to least important)
Player user stories (difficulty of implementation in brackets):
-
As a PLAYER, I want to SEE MY CHARACTER, so that I KNOW WHERE I AM. (easy)
-
As a PLAYER, I want to be able to MOVE MY CHARACTER, so that I KNOW WHERE I CAN GO
(okay/medium)
-
As a PLAYER, I want to be able to AIM MY CROSSHAIR, so that I KNOW WHERE TO SHOOT
(okay/medium)
-
As a PLAYER, I want to be able to DEFEAT ENEMIES, so that I CAN GAIN LEVELS to IMPROVE MY SKILLS
(hard)
-
As a PLAYER, I want to be able to HEAL MY HEALTH so that I can SURVIVE THE ONCOMING ENEMY ATTACKS
(okay/medium)
-
As a PLAYER, I want to be able to GAIN STAMINA so that I can EVADE ONCOMING ENEMY ATTACKS
(okay/medium)
-
As a PLAYER, I want to be able to EXPLORE AREAS, so that I can FIND NEW ENEMIES and NEW ITEMS
(easy)
-
As a PLAYER, I want to be able to GAIN MATERIALS so that I can PURCHASE NEW ITEMS/BENEFITS
(easy)
-
As a PLAYER, I want to be able to REACH A HIGH SCORE so that I can WIN THE GAME
(easy)
Enemy user stories:
-
As an ENEMY, I want to be able to KNOW WHEN I AM ON SCREEN, so that I can ENGAGE MYSELF.
(easy)
-
As an ENEMY, I want to be able to LOCATE THE PLAYER, so that I can AIM AT THEM
(okay/medium)
-
As an ENEMY, I want to be able to SHOOT AND HIT THE PLAYER, so that I can deal DAMAGE to them
(hard)
-
As an ENEMY, I want to be able to KEEP TRACK OF MY HEALTH, so that I can DEAL PLAYER DAMAGE TO MY HEALTH
(okay/medium)
Player Progression:
-
Have the player set up to move left, right and jump.
-
Add sprite, Collision2D, Animation
-
Have crosshair implemented, without showing a cursor
-
Fix the animations, such that they are affected by cursor position, and jumping left/right animations
Game Progression:
-
Have a simple Tile map set up for the player to interact with (subject to change)
-
Have a very simple enemy, without damage attacks
-
Implement a very simple projectile mechanic that will serve as a shooting mechanic for the player to use
Screenshots:
Game note #2:





Game note #3:
Goal:
-
Have a level done
-
Flushed out player mechanics, with a sense of gameplay
-
Add enemies (probably red circles that deal damage if they get too close and follow the player) for a simple, ready game
secondary mechanics:
-
Have random bullet icons that generate randomly around the map
IN PROGRESS🟨
-
The player can pick up the bullet icons to receive additional ammo
IN PROGRESS🟨
-
Implement an ammo variable for the player to know how many bullets they have left
IN PROGRESS🟨
Completed mechanics:
-
Player shooting/combat mechanics(first priority) ✅
-
Basic level(second priority) ✅
-
Ammo(if we have time) ❌
-
Enemy (if we have time) ✅
Screenshots:




MOST RECENT BACKLOG:
2024/04/08
-
Changed and implemented the player animations, and player movement (animations are now based on mouse cursor position instead of player movement)
-
Added player levels, with experience tracking to know when the user will level up
-
Changed the player jumping force, and gravity.
-
Added a player cursor radius, and centered the cursor in the middle of the game
-
Added a player experience variable that is controlled by the defeating enemies
-
Added a projectile object, that will instantiate when the player left-clicks, and deletes itself when the projectile is outside the screen view
-
Added a projectile class, for all projectile objects to inherit from
-
Have the projectile rotated based on the angle that the player started shooting, for a realistic shooting look
-
Created an abstract class of the enemy, so that they all share common code
-
Created a variable that tracks how much experience an enemy should drop
-
Created an enemy view range and attack range, that can be changed in the Godot editor (with the @export var)
-
Used signals to know when the player and projectiles are in reach of the enemy ranges, and know when they exited the enemy’s range
-
Added a cooldown timer for the enemies, that can be changed depending on how fast the enemy should shout the player
-
Added a die function for when the enemy's health reaches zero, such that the enemy also deletes itself
-
Added a progress bar that represents the player’s health on the HUD of the player