Paint Wars is a prototype 2D game based on the gameplay’s core ideas of the Nintendo’s game Splatoon for web-browsers. To develop these ideas I learnt Phaser 3, a powerful framework to develop HTML5 games. It also uses MatterJS as the physics module to recreate custom collision polygons and a movement based on forces.
The core gameplay includes:
- A custom algorithm to process in real time the areas of the paint drops based on GeoJSON and Turf.
- Health points are derived from the size of the character. The character’s size is used to generate smaller or bigger bullets that will spawn smaller or bigger paint drops.
- Shooting players of your team make them bigger, boosting his health points and allowing them to shot bigger paint drops.
- When a character walks on a floor painted with the same color as the player, it regenerates health points (making them bigger) and they move faster. Walking on other’s color paint drops make characters smaller, losing health points at a slow rate and moving slower.
- Shooting enemy players make them small. At a minimum size threshold, the enemy player dies. It will respawn x seconds after.
- While dead, you can inspect the map as a ghost.
The instructions are:
- WASD keys to move the character.
- B to show the actual collision boxes. THIS IS A DEBUG FEATURE, EXPECT LAG.
- Mouse to aim and shot.
Next steps:
- Paint Wars in the future will be a multiplayer game. This means a major refactor will be required to move all the game decisions and physics of the game to an authoritative server to protect the game from cheats.
- A matchmaking system.
- Chat.
- Optimize memory allocations. With a lot of paint-drops, it seems memory leaks somewhere.
- Maps.
- Custom sprites, the ones used right now could have restricted licenses.
Release Date:
2018