#Space Game An odd mixture of many genres
##Attribution ###Images
###Music
###Sound Effects
###Some Design Elements
###Libraries
##Changes ###January 21st, 2012
- Started project
- Added the EaselJS and jQuery libraries
- Added the Segoe WP font
- Added some icons
- Set up Apple stuff
- 3D!!!
###January 26th, 2012
- Began work on actual game part
- Some CSS fiddling
- Created desktop-only CSS file
- Added speak.js
###January 30th, 2012
- Made TTS voice female
- Added actual movement
- Started making the menu do stuff
- Fixed some weird CSS regression
###January 31st, 2012
- Added bullets
###February 3rd, 2012
- Added shooting interval
###February 4th, 2012
- Added splash screen
- Made bullets rectangles
- Made bullets gradients
###February 5th, 2012
- Added
Enemy
class - Made changes to the
Bullet
class - Added enemy bullet array
###February 17th, 2012
- Added enemies
- Crappy enemy AI, initiate!
- Music
- SM2
###February 18th, 2012
- Created an Icons directoryy
- Shooting SFX
- Side menu
- Health bar
- Changed background scrolling speed(Ship now moves at ~150 MPH)
- Music fixed
- Changed enemy firing interval
###February 19th, 2012
- Moved images to one big resource URL object
- Added Modernizr
- Fixed bugs in Firefox
- Began to add images for SVG-less browsers
###February 20th, 2012
- Continued to make PNGs
- Mobile Support:
- Touch controls
- Scalable canvas
- Startup image
- Glossy icon for home screen
- Hid Safari topbar
- Moved some CSS around
- Continued to work on Android support
###February 21st, 2012
- Fixed mobile controls for landscape
- Changed splash logo
- Made it so that you tap the canvas to pause on mobiles
- Hid the secondary menu for mobiles
- Made ship speed, bullet speed and bullet size relative
- Hid Safari topbar for splash screen when in landscape
- Tested on Windows(But haven't been able to get into C9 in IE, though)
###February 22nd, 2012
- Began adding some 3D to the canvas
- Fixed some issues with the secondary menu
###February 23rd, 2012
- Moar 3D
- Made it so that the canvas is even bigger on large screens
- Web Sockets Test
- Fullscreen API
###March 3rd, 2012
- Added 3D in the background
- 3D is all controlled by one variable
- Attempted to move the space background to C9 so I can 3D it. Didn't work.
###March 9th, 2012
- Began adding the
Planet
class, before I decided that my sleep deprivation and lack of memory of what I was in the middle of doing would result in bad things happening. - Mysteriously got the space background to appear
###March 10th, 2012
- Added Planet class
- Began designing interstellar distance system
- Added some planet graphics
###March 16th, 2012
- Finished up planet class
- Changed up the
travelTo
to unpause the ticker - Changed planet scale
- Added planet name to menu screen
###March 18th, 2012
- Began work on map
###March 30th, 2012
- Added some more SFX
- Changed travelling music
- Added multiple battle tunes
- Made sounds preload by default
###April 9th, 2012
- Made the travel canvas be as big as possible
- Finished map
- Added metal texture for travelling
- Set the map scale to something a little more standard(It previously depended on the planet image size)
- Made the standard font Segoe WP
- Moved the speak.js options into one object
- Made the ship persist between planets
- New fullscreen dialog
- Moved the setting of the onclick handler to
init
###April 21st, 2012
- Got Firefox working
- Added a function to handle SM2 errors
- Increased framerate to 60 FPS
- Switched to local version of space BG
- Going to add a more compressed version of above
- Ended up changing SM2 back to debug mode, will undo
###April 22nd, 2012
- Switched from jQuery to zepto.js
- Converted all canvas.width()s to canvas[0].width
- Switched SM2 out of debug
###April 24th, 2012
- Updated EaselJS version
###May 15th, 2012
- Began ring system
- Added ring switching keys
###July 21st, 2012
- Fixed key event problems
- Tested in Chromium 20, FF 14 and Opera 12
- TODO: Fix insecure(ie. external) content, fix fullscreen problems
###July 22nd, 2012
- Fixed bug where ship would disappear on second flight(Harder than I though =/)
- Changed fullscreen interface so it works(Needs some more work, though)
- TODO: Fix insecure(ie. external) content, make fullscreen UI better, make images work in Opera, parallex background, find some better planets
###July 23rd, 2012
- Steam sale over... Damn you, Newell!
- Parallex, because #YOLO
- Decided that Chrome's treatment of fullscreen is insane... I had to clear the cache to get it to work like normal
- TODO: Fix insecure(ie. external) content, make fullscreen UI better, make images work in Opera, find some better planets, get some #Swaqqalicious music
###July 24th, 2012
- Moved some external content to here
- Fixed up parallex effect
- Will add more music tomorrow
- TODO: Fix remaining insecure(ie. external) content, make fullscreen UI better, make images work in Opera, find some better planets, add music
###July 25th, 2012
- Added LICENSE.md
- Added a bunch of music
- Discovered fix for problems with bullet sound: turns out, SM2 has issues with .wav files, so I had to use a .mp3. Will convert the explosion sound later.
- Made travel music use random selection, just like the battle music
###July 26th, 2012
- Moved development to local, as C9 is being annoying
###July 27th, 2012
- Updated version of EaselJS, which fixed framerate drops in Firefox
- Got explosion sound working
###July 29th, 2012
- Decided to have planets use a strategy-type thingy
- Some planets will be square
- Idea: Different paths begin with inane question at start of game
- Fixed a small bit of lag with bullet sounds
- Changed enemy AI, will now enter overdrive when health <=50%
- Will use Keitai Denjū Telefang sprites, at least as temporary