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An abandoned bullet hell videogame made with love2d

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Project Wonyun

In January 2019, upon making some life changing decision, I found an old repo in bitbucket, which was no less than a forgotten project. The source was written for love2d 0.92, which was before love2d officially supported Android. The touch control unfortunately broke and doesn't work as of time of writing.

What shocked me more than most was how shockingly feature-complete this was. Barring some polishing and balancing, a lot of feature is functioning and playable, including multiple weapons, regenerating shield, and the game's signature ability: bullet capture, which signified its central gameplay around ammo management.'

I had a great trip of nolstagia upon finding this and decided to make it public for everyone.


Project Wonyun, the long lost sequel and prequel to rymdangra saga.

Revamp kaedeni assets

Firing behaviour bullet capture Diegetic UI ammo counter

UI distance counter UI incoming

Bitmap font Revamp main menu Revamp result Revamp pause menu Revamp main menu background

TODO

typeid and baseid are now a mess

Known bug

Player unpredicatably moves upon starting playState Android taking Gamepad as initial Input Bullet capture indicator not lit right away upon start -- bullets are not recycling [Too few of them. Now there are 700]

-- Dulce from 2101 drops bombs less frequently [Cause we're moving upwards]

Create basic object Create inheritance Resize player Resize bullets Resize enemy Movable smokes Create bitmap fonts

Resize main menu Resize remaining menu

TODO list

E:generic enemy ship E:hostile bullets Gameplay: death and loop Gameplay: distance counting and finish Gameplay: fail result screen Powerup: ammunition Powerup: shield -- Above is roughly done

-- Trailer stuff State: trailerState GFX: riley GFX: augustus GFX: dulce GFX: hammerhead GFX: koltar Decor: tunnel Decor: tunnel light Decor: a couple more of sky colors Decor: distant asteroid shadows Audio: tunnel light passby Audio: tunnel light Audio: dramatic awe upon exiting the tunnel Decor: gusts of air Audio: mild engine sound Entity: meteor Decor: dust/smoke Decor: Messsage "incoming meteor" Audio: dramatic closing sound

Gameplay: keadani individual behaviour and shot round Gameplay: enemy formation E:asteroids E:Large asteroids Gameplay: intervals Gameplay: ending Gameplay: pause menu (resume, abort) Gameplay: confirm quit screen -- Game leaves alpha here P:Screenshake P:Playership tweening and throttle P:Explosion P:Chains explosion G:Attempt counting P:Explosion fragments P:Moving air Additional: monologue lines P:Stars P:Background asteroids P:Background tunnels and swapping of background colors Additional: Multiple ammo types (piercing, spread, burst) Additional: camera and parallax background

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An abandoned bullet hell videogame made with love2d

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