Welcome to the 2D side-scrolling platformer about exploring an abandoned and mysterious cave!
Welcome to Deep Down website!
This is Deep Down, a side-scrolling platformer game about exploring an abandoned and mysterious cave. It has two different levels:
while the first one follows the player entering the underground world, the second one is about an epic chase towards the exit of this dangerous place.
Deep Down is the materialization of our effort and acquired knowledge during the first quarter of the year in Development subject. This project would not be possible without the help of Ricard Pillosu and the entire CITM-UPC.
Special kudos to Momodora: Reviere under the Moonlight, Cave Story, Zelda: Breath of the Wild and Dark Souls series for the art of the game.
Alvarez Garcia, Sandra:
• GitHub account: Sandruski
• IA programmer, Main menu UI programmer, Tiled stuff and pixel artist
Costa Miquel, Guillem:
• GitHub account: DatBeQuiet
• Gameplay programmer, frames_manager programmer, in-game UI programmer and pixel artists
We worked together in the entire code game so both of us coded a bit of everything.
We had no manager or milestones, need to improve it for next project.
The entire game is structured in modules where the princiapl module (App) manages and calls all the other modules that inherits from a base class(j1Module). All modules have the same methods: PreUpdate, Update, PostUpdate and all of them are called from the core module in an infinite loop.
Two of its modules(GUI and Entity Factory) manage a subsystem of modules that follows the same structure that the explained above with the objective to have a strong and independent enitity and UI system.
First Assignament:
• Tiled Objects layers that allows the designer to implement any locked door and it is respective activator wherever he wants from Tiled
Second Assignament:
• Collider Culing
• Blitting only what camera sees
• Path and enemy behaviour full implemented in Tiled
Third Assignament:
• Pause Menu
• New Transitions
• GitHub repository: Here
• Last Release: Here
Right Arrow: move player right
Left Arrow: move player left
Down Arrow: crouch
Space: jump
Left Shift: dash
A: shoot
X: attack (you can make a kind of combo if x is pressed in a short period of time)
Tab: open Pause Menu
F1: start from the beggining of the first level
F2: start from the beggining of the current level
F4: switch between levels
F5: save game state
F6: load game state
F7: fullscreen (or return to default screen size)
F8: UI elements debug
F9: show colliders
F10: God Mode
F11: enable/disable cap frames
Number 1: increase offset of “onlyBlittingCamera”
Number 2: decrease offset of “onlyBlittingCamera”
Number 3: enable/disable “onlyBlittingCamera”
MIT License
Copyright (c) 2017 Sandra Alvarez & Guillem Costa Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.