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Greedy

9 devlogs
23h 48m 1s

A top-down 2D game where collecting orbs literally weighs you down. Race against the clock to complete the level and gather orbs at the same time. But balance your GREED carefully as each orbs you collect slow you down. Use the collected orbs to b…

A top-down 2D game where collecting orbs literally weighs you down. Race against the clock to complete the level and gather orbs at the same time. But balance your GREED carefully as each orbs you collect slow you down. Use the collected orbs to buy ‘Upgrades’ to help you steal even more orbs.
NOT MANDATORY TO COLLECT ALL ORBS.

This project uses AI

Used AI for countdown UI, x and y and scaling maths.

Demo Repository

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vikram26

Shipped this project!

Hours: 11.48
Cookies: 🍪 201
Multiplier: 17.5 cookies/hr

I just updated the game from the last ship.
Now it features new mechanism like Lasers and Portals.
If you are struck with something read the readme file as i have provided more info about the game there.

vikram26

This is going to be a very long devlog as i was travelling i couldn’t regularly keep on updating through the devlog but i was constantly committing so i think i somewhat did a good job.

This devlog is kinda long but i don’t remember what i did haha funny me but lets try to bring the main attention to the important changes.

  1. I have successfully implemented a the font size,lineheight,width of the computer inside for defining the content based on scale before i just hardcoded values based on my screen so if your screen smaller or larger than mine the text going to be drawn incorrectly i tried here if still it messes the responsiveness i need to approach a different solution.
  2. Added a laser button. In the down below levels with lasers have a red button next to them so if are trying to pass some oath that have lasers in them you need to turn it off first. You can do it by stepping on the laser for 0.5 seconds to turn off the laser.
  3. The buffer zone for the laser and player collision is increased. So you only get stunned if you go really close to the laser.
  4. The buffer for the player side has been increased i didn’t know the side had some extra space that the collision checker considered it as the player so i removed the extra space from the calculation by adding the sideOffset variable to it.
  5. Made the shop dynamically update the displaying upgrades now i have made the shop to display two random upgrades out of the 5 it has so a variety and doesn’t feel like you are upgrading the same thing for multiple times.
  6. Added a total orb collected count in the shop as some of you mentioned it is difficult to know how much orb i needed to collect now go easy as i just added it. Quality of life there man. Feel free to criticize me more(only constructive criticism allowed).
  7. Added three more new levels it kinda looks awesome to me but it is really up to you. am i right?.

I think so i covered most of them some are just fixing the existing bug.
oh shoot wordlimit ha

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vikram26

This is a long devlog. i kinda felt very tired to do a devlog but i have committed the progress to github regularly.

  1. I have managed to do portal in the game it will have a from portal and a to portal so whenever the player stands on any one of the portal it will always drop you to it’s partner portal it will take 2full seconds to teleport you from one portal to another and 1 second of cooldown so you have to manage the time perfectly.
  2. I have now scaled the size of the game to the user’s screen size back then it will always display 512x512 it is still the base but if the screen is larger the game size will be larger.
  3. I have made the text and info displays to match the new display but i forgot that it needs to be a variable co-ords and size instead of hardcoding the value in my side need to change this.
  4. Added a particle effect to the orb so now at random times the orb will have a particle spawned next to it and will disappear
    after 1.5 seconds just a feel of life in it.
  5. Added lasers to the game it will block you from going to the next part by zapping you whenever you get hit you will play a stunned animation for 2 seconds so the player must turn off the laser before bypassing it.
  6. Need to add a button and collision check for the laser.
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vikram26

Shipped this project!

Hours: 12.33
Cookies: 🍪 285
Multiplier: 23.14 cookies/hr

Collect shiny orbs to get rich, but watch out - every single one makes you physically heavier. Good Luck outrunning the timer when your pockets weigh as much as your small car.
USE WASD / ARROWS for movement.
ZOOM IN your browser for better readability.
Upgrades are available after exiting each level.
When Time Runs out you will be back to begging. With all wealth and upgrades stripped from you cause you are greedy.

vikram26

This is a long devlog sit back and listen buddy.

  1. Made a level 2 so a variety is introduced thanks my friend Sanjeevi for doing the layout for it.
  2. When completing the level 2 there is no level 3 yet so it cycles back to level 1.
  3. The Shop upgrades and the UI is finally down. Looks like a bored monitor to me.
  4. You can see the level 2 which is not a rectangular in shape and it looks cool.
  5. Made a time remaining bar at top of the level so you can see how time left to gather the orbs.
  6. Death animation is made so when you die the crt monitor pops up and say game over and i love the UI so much.
  7. After click to continue in the death screen you will be taken back to level 1 will all upgrades and money stripped from you cause you are being a greedy little chicken.
    That is it from my side and from tomorrow or day after tomorrow i will start to add new levels and mechanics.
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vikram26

In this devlog we are going to cover about the shop.

  1. Well i have added shop in between each level to buy upgrades.
  2. The upgrades are going to cost the same no matter what they are.
  3. Once a upgrade is bought the entire price going to get increased no matter what you bought.
  4. You can select a upgrade by the keys mentioned below each upgrade ‘E’ or ‘F’.
  5. After selecting you can see a difference between the selected and not selected like a little green vertical bar appears for selected one and doesn’t for unselected one.
  6. When selecting a upgrade with no sufficient balance a message will pop up saying insufficient balance and will disappear after 2 sec.
  7. You can deselect the upgrade by pressing ESC button.
  8. Click the space bar to continue to the next level.
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vikram26

In this devlog we are gonna cover exciting thing.

  1. I have successfully added collision
  2. Collision for walls and objects are added through by taking the cell in which the object is drawn like row and col and after taking we compare the player’s position by considering him as a cell too when overlap we stop the player from moving into it.
  3. Orbs collection for orbs too it is same but instead we let the player pass through it and when overlap occurs we set the orbs as collected and will not draw them but it will stay there until next level spawns.
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vikram26

In this devlog we are going to cover intro.
I have added a intro page to the game so when starting you will see this message when clicked anywhere in the screen or just clicking the spacebar shows you the next step in the intro when all steps are completed the game will start now i need to focus on the main game.

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vikram26

In this devlog we are going to cover two things.

  1. Success fully added a orb(money) for now it does nothing added animation in future need to add collision so when player touch it it counts as money.
  2. Added crates this game will be like collecting money as fast as you can like with weight of orb to slow you down the more the collect more slowly you will walk. This is will like a obstacle to delay the time.
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vikram26

In this devlog i added a map rendering function in the game.
Now i have mapped key:value pair for each tile from the tileset using the key i have made a 2d array where just entering/changing value result in a new map every time.

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vikram26

In this game i came to about tileset before i used to just use spritecow.com to know where the sprite in the image and using that information i pass that to the canvas to draw it. Storing it as a json file is tedious but now when i came across godot i came to know about tileset why not implement the same principle here in the JS-Canvas game i mapped the tiles as row and col multiple by the size of the sprite to get across the image to draw the needed sprite. After a long attempt i made it work. Now i need to map the same for the level map still figuring how.

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