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Game Dev Field Guide - Team 4 Project

Project created for GDFG Team Jam 2025 Theme - Unknown

Team Members:

  • klassy
  • kanneblei
  • nuzcraft
  • elija
  • soulkeeper
  • tammerthehammer
  • tyler frankenstein

Godot v 4.4.1

How to Contribute

Check out this Cheat Sheet for git commands

  1. install git on your machine
  2. using the command line git clone https://github.com/nuzcraft/gdfg-team-4.git to get a copy of the code repository
  3. git pull to pull the most recent changes down from github to your machine
  4. git branch new-branch-name to create a new branch to work from
  5. git add * to add all new changes so they can be committed
  6. git commit -m "message" to commit any added changes to to the branch
  7. git push to push your changes up to github
    • if the branch does not exist on github yet, git push --set-upstream origin new-branch-name will do the trick
  8. if changes are good to merge into the project, create a pull request in github to merge your branch into the main branch
    • the main branch is our good code
  9. back on your machine, git switch main or git checkout main to switch back to the main branch
    • git pull to make sure you have the most recent changes, then repeat the cycle

AOE Texturing (WIP)

  • AOE Texture Replacer Scene handles rendering the AOEs and replacing the textures
  • when ever we spawn an AOE, call add_sprite on the texture replacer and pass in your node
    • it will strip out the sprites and despawn timers
    • then hide the original aoe, it will still handle collisions, but we will render elsewhere
  • sprites are added to canvas layer node in add mode (this will mix the colors)
  • the canvas layer is invisible because it's in a subviewport
  • we can get the image from the subviewport even if we can't see it
  • a big white color rect covers the play area with the shader attached to it
  • we pass in the subviewport texture, then replace primary and secondary colors with new textures
  • IMPORTANT
    • only red and green supported right now
    • trivial to add new colors
    • still want to mask the walls from the tilemap so that the aoes stay under the walls
    • would like to add some wiggle

PNG Level Generation

  • create a small pixel image (50x50 probably at the largest)
  • each pixel color represents what should be generated
    • white = floor
    • black = wall
    • blue = hero spawn point
    • green = crystals
    • red = enemy spawner
  • name the files level1.png (replace with your number)
  • in level.gd import the image file as a const and add it to the level_images dictionary
  • if there is an image for a specific level, it will get generated instead of whatever level was manually placed there

below is the png used for the current level 2

level 2 png

Credits

Dual Tilemap Plugin by Pablogila Some Placeholder Art by Kenney Acid sprite by Screaming Brain Studios Lava sprite by LuminousDragonGames Teleport shader by pend00

About

Space is Messy! Game made in July 2025 for GDFG Team Jam

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