This game is a dynamic 2D side-scrolling shooter and platformer built entirely around the concept of procedural generation, ensuring a unique experience with every session.
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I have made significant progress and have successfully implemented a variety of complex features in my game:
Core Jump & Run Mechanics
I’ve implemented basic platformer movement: horizontal control, gravity, and jumping. These form the foundation of the gameplay.
Procedural World Generation
Platforms: I generate platforms of arbitrary widths, heights, and gaps by using Perlin Noise, so that each map is a new experience.
Walls: Random vertical wall sections are inserted, offering surfaces for sophisticated movement maneuvers.
Improved Player Skills
Wall Run: As they fall and lean against a wall, the player decelerates, enabling wall-interaction strategies.
Wall Jump: I can push off walls while wall-running to reach higher areas, which adds more depth to the platforming.
Mouse Aiming & Shooting: Left-click can be used as a laser weapon, shooting directly at mouse position.
Varied Enemy Types
Standard Enemies: Stationary blocks that are affected by gravity.
Flying Enemies: Travel laterally across the screen.
Rolling Enemies: Patrol certain platforms.
Jumping Enemies: Periodically leap off their platforms.
Dynamic Difficulty Scaling
As the score goes up, it automatically tweaks factors like enemy speed and spawn rate. It ensures that difficulty remains manageable and fun.
Interactive Menu System
A prominent main menu with choices such as START GAME, HOW TO PLAY, GAME DETAILS, and QUIT
Visual Feedback: Buttons show highlight on hover and a brief flash on click.
Audio Feedback: Clicking a button triggers distinct procedural tones.
Procedural Music
There is a basic randomized melody in a chiptune style during gameplay, which cycles on each newly created world.
In-Game Art Customization
By pressing the C key, I can cycle through different preset color themes for the player, platforms, walls, and enemies. This allows me to change the art style in real time while playing.
“Regenerate World in Place” (R Key)
This primary characteristic makes it possible for me to create a new world instantly around me—my current location—without losing my score or health. It makes exploration seamless without having to restart.
Game Details Screen
Another screen displays the active world's generation seed and color mapping for the procedural art.
HUD
A heads-up display shows my current score and health.