Easter Run! Where to go from here



Thinking of where I should move forward; there’s the idea of having persistent items and levels, and then there’s adding a bunch of varied environments that you pass through as you get further into the game.  Then there was an idea to go through different types of gameplay, which reminds me of Frog fractions.  ie. turn it into a side-scrolling-platformer type game, but you have to keep running, or a vertical/horizontal STG.  I really like the idea of making it several games in one but… that may be a little too ambitious.  If there were other game modes, then they would have to be limited so that what I’ve already written will stay relevant.

I also need to start generating the backgrounds instead of saving and loading them as whole models.  That way I can swap between models more easily.

Easter Run: Second Build

Up at github, same url as last time



Added different animations: there’s the old running one, and now a sprinting and flying one.  There’s also a jump animation that comes up for the slowest running speed.  I’m not really sure how I can make the animation smoother without using bones.  Actually, I do know a way.  Currently I’m saving each frame of animation as a model and cycling through them.  What I could do is make transition animations, and when the old model hits the right frame, I could play the transition animation, then start the new animation at the frame that looks like the smoothest transition.  I really don’t want to do that until I feel like I’m more finished with the game though.

Next feature to add is corners.  I have some vague ideas of how it should be done but I’m not totally sure of all the details.  A flag for ‘put a corner up soon’ will be set to true, and it’ll put the corner, and when the player reaches the turn of the corner the model will rotate 90 degrees, and then the game will continue like normal.  I’m… not really sure I can make the model accurately rotate at the right time, especially with the speeds that the player goes.  But I could just have the model turn when it reaches a certain coordinate in space.  Now that I put it in words I kind of want to do it right now, but I have something else to work on at the moment.

After that, it’s obstacle paths.  For 3 or so map cycles, there’ll be a chasm or a bunch of rocks strewn down a lane making it unusable.  If you touch the obstacle you die.  After that, it’s to make at LEAST one alternate ‘setting’ for the backdrop.  Like.. some grassy plains and a dirt road.  Or maybe some bushes?  I don’t know.  I still need music and sounds too.  And after that, maybe one other powerup.  Like invulnerability, or uhhhhh.  I don’t know.

I guess one change I forgot about was the bombs blowing up.  They still don’t blow up.  For it to be visible I should change the game speed back to the base speed after dying.  That way you can still see the explosion.

Easter Run! First Builds

Look for the .jar and .apk files
Particles, sound, and jumping are the next things to add on my list


Found a nice public domain font to use

Gif thanks to kind anon on AGDG

Easter Run!

I’m going to consider my last project done.  I don’t have the will to work on it any longer, besides fixing what’s clearly broken.

This one is mostly for the AGDG Easter contest.  I wanted something really simple so I could make sure it was well polished.  I also wanted something more ‘original;’ it isn’t really original but at least it’s not a Touhou game again.



I put together a mock-up in Blender and started working on the Libgdx project.  You just run forward indefinitely and collect eggs for score, while avoiding the bombs.  The speed of the game increases as time goes on, and you just keep repeating this over and over until you don’t feel like playing anymore.  I guess the only motivation to play is to get a high score.  I’ll think of ways to make it more interesting later, but for now I want to get everything solidly in place.  I just need it done by Easter, so that should leave plenty of time to polish.



Project is now up on github.  I should have put it up earlier, but better late than never right?


The desktop executable is in the root directory, ‘yuureidesktop.jar’.

The Android .apk is in ‘yuurei-android/bin/yuurei-android.apk’.

Since the last update I made some animations smoother, modified enemy behavior, and changed some mechanic details.