Skip to main content
Advanced Search
Search Terms
Content Type

Exact Matches
Tag Searches
Date Options
Updated after
Updated before
Created after
Created before

Search Results

114 total results found

General Level Design Philosophy (Hypercasual Variant)

Game Design Level Design

Level 1 (Introduction to the new mechanic of this planet + Lifeline that helps players deal with the new obstacle) Level 2 (Players get to play with the new introduced mechanics with lesser hand holding (no pausing of the game to show players what they must do...

Acronyms used in Sheets

Game Design Level Design

A = Absent in Level. P = Present in Level. AL = Terrestrial Asteroid Letter Length for that level. ML = Terrestrial Moon Letter Length for that level. TM = Terrestrial Moon Regular Moon. Static obstacle, never moves, destruction yields gravel (gr). TA = Terres...

Level Design Planning

Game Design Level Design

Overview of levels here All asteroids spawn outside the screen while moons being stationary spawn in properly visible. Planet 1 Lvl 1 - Only Terrestrial Moons appear in this level. Players cannot die in this level at all. Spawn rate is consistent. Whenever a p...

Style Reference boards

Game Design High-Level Game Design

Possible style 1 - Features - Vibrant. Slight glow. No dark outlines. Vector image aesthetic with some shading. Untextured for the most part. Stock image art vibe. Possible style 2 (Flat Style 1) - Features - Pastel and watercolour vibe. No glow. No ...

AI Art Placeholders

Game Design Art

Terrestrial Moon Terrestrial Asteroid Terrestrial Comet Vulcanian Moon Vulcanian Asteroid Vulcanian Comet Cryogenic Moon Cryogenic Asteroid Cryogenic Comet Other placeholder asset links https://opengameart.org/content/2d-planets-0 https://www.freepik....

Product Sheet

Game Design High-Level Game Design

Title Typestroid - An Integalactic Space Adventure Description of the project Abstract - A space themed hypercasual game that utilizes typing mechanics. Genre - Hypercasual, single-player, shooter, typing game. Platform - Android and iOS. Protagonist - Station...

How to stop pacman from updating a specific package.

Pacman Guide

https://www.makeuseof.com/prevent-packages-from-getting-updated-arch-linux/

List of Elements that Require Art

Game Design Archived

Obstacles - Terrestrial Moon Vulcanian Moon Cryogenic Moon Neutralized Moon Terrestrial Asteroid Vulcanian Asteroid Cryogenic Asteroid Neutralized Asteroid Terrestrial Comet Vulcanian Comet Cryogenic Comet Other assets - Spaceship Bullet Background in Game ...

Initial Iterations, Art Mockups and User Flows

Game Design Archived

Art Mockups of Obstacles Terrestrial Moon 1 - Terrestrial Moon 2 - Terrestrial Asteroid - Neutralized Moon 1 - Neutralized Moon 2 - Cryogenic Moon 1 - Cryogenic Moon 2 - Cryogenic Moon 3 - Vulcanian Moon 1 - Vulcanian Moon 2 - Vulcanian Moon 3 - Vul...

General

Setup

Code OSS

i3

Setup

~/.config/i3/config # move workspace to monitor bindsym $mod+Ctrl+x move workspace to output right bindsym $mod+Ctrl+z move workspace to output left # next previous workspace bindsym $alt+z workspace prev_on_output bindsym $alt+x workspace next_on_output # m...

Existing UI elements that need work on

Game Design Archived

Assets that need visuals to be improved on - Planets - Each planet could have 5 rings each of which become brightly coloured whenever each level in it is completed. Background behind planets. Font for "Typestroid" could be changed. Should be legible and ...

UI Elements that could be added in the future

Game Design Archived

Overheat meter in playscreens. Daily login reward chest in the main screen. Daily quest icon. Icon to access the shop for materials, skins, power ups, customizations, etc.

Colour Palette

Game Design Art

Made a 64 colour pallete for the pixel art style agreed upon -

Layers For Parallax Background

Game Design Art

All were designed in a 22:9 ratio to accomodate the longest possible screen size. Resolution to illustrate them was 215 by 88 pixels to ensure planets that are made in a 32 by 32 pixel canvas fit in well and atleast 4 are visible at the same time in the level ...

Reward Systems

Game Design Future Ideas

Daily Login Reward Reward could be in game currency that lets players skip levels or unlock planets faster. Examples of what this valuable in game currency that can be granted through daily login and advertisements could be called - 1. Stardust 2. Gems 3. Vo...

Planet Info

Technical Docs Configurations

location cfg/planets.xml contains multiple <planet> tags on base <planet> Planet.xml Attributes id: The unique identifier for the planet. This is an integer that tells about each planet. starsNeeded: The number of stars required to unlock this planet. name: T...

Creating new Obstacles

Technical Docs

Obstacles are objects in the game which can be shot at by the ship by typing a word mentioned on them. You can create new obstacles by following steps This Document shows steps to create the boilerplate for a new obstacle. Config Create a new script for the o...

Commands

Tricks

adb shell svc usb setFunctions mtp enable mtp quest2

Boss Fight Brainstorming

Game Design Future Ideas

Idea 1 Gargantuan Survival mode - Swarms of Gargantuan Asteroids where the difficulty and speed of the GAs keeps rising and the player will eventually die but they need to survive a minimum amount of time (example - 1 minute) to clear the level Idea 2 Alien Se...