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(+1)

the states it's more of a habit, after several jams, i realize it's simpler and faster work with states in this timeframe(at least for me)
The game inself its controled for an FSM

  • Start state
  • on Stage(in this particualr case   instead i have 2 phase states that serve the same function that loop one to the other until trigger loss or complete stage)
    • Platformphase
    • SpacePhase
  • lossStage
  • complete Stage

I using a fsm addon i made(it has some shortcommins i'm to lazy to fix).  so i can reuse code of previous proyect with minor modifications so i have more time to think about details. For example here i reuse code mainly of the game of the last game jam, https://lides.itch.io/bird-fall, i simply remove the peck state and add the dmg and victory states, for the platformer.

the ship object it's simpler and have less states only 1 to wait, one to move and  1 to damage