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Added a README.md

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Bryan Miller 4 years ago
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e0beded360
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      Data/Scenes/World.tscn
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      README.md
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      export_presets.cfg

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Data/Scenes/World.tscn View File

@@ -215,9 +215,9 @@ __meta__ = {
[node name="PauseMenu" type="NinePatchRect" parent="GUI/Menus"]
visible = false
margin_left = 563.0
margin_top = 183.0
margin_top = 184.0
margin_right = 803.0
margin_bottom = 583.0
margin_bottom = 584.0
rect_min_size = Vector2( 240, 400 )
texture = ExtResource( 3 )
region_rect = Rect2( 0, 0, 64, 64 )

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README.md View File

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#E-Motional Escape

*E-Motional Escape* is a platform clicker game created using the [Godot Engine](https://godotengine.org/) for the [Godot Wild Jam #21](https://itch.io/jam/godot-wild-jam-21), and written by Bryan Miller.

Except for the *Godot Wild Jam* graphics, all images were created by the author. All sounds in the game are Creative Commons from various authors (Data/Sound/Attribution.txt lists which sound came from with author)

##How to Play
In *E-Motional Escape* you are tasked with navigating a little emotional ball (E-Ball) around a labrinth to find the exit (currently, there are two levels plus a "test" level used during development). Depending on what you do, or don't do, the E-Ball's emotions will shift between **Aggression**, **Neediness**, and **Contentment**. Each emotional state has a different effect on the E-Ball and triggers different environmental obsticals. **Aggression** is easiest to build up, and allows you to push the E-Ball the furthest and fastest, at the loss of fine control. **Neediness** builds when the E-Ball is at rest and the mouse cursor is far away from the E-Ball... it enjoys the presence of the mouse cursor... and the E-Ball will move itself towards the mouse cursor (but not while in the air). **Contentment** is achieved when the E-Ball is calmed either by the mouse hovering over it for a time, or gentally keeping the E-Ball in the air, but the E-Ball will not move nearly as fast when content... perferring to take things slow.

You may need to keep an eye on the E-Ball's emotions, as different emotional states will open different doorways.

Furthermore, E-Ball can find some environmental help from the particle winds. However, the particle winds will only push the E-Ball if it's own particles closely match that of the winds. Thankfully, the E-Ball can find pools of colored liquids that can be used to match the E-Ball's particles to those of the winds... however, the liquids can also affect the emotional state of the corresponding color!!

All of this can be navigated with a single (left) mouse button (or, optionally, the "z" key on the keyboard). When held down, a green arrow will appear pointing away from the E-Ball in the opposite direction of the mouse. When the button is released, the E-Ball will be pushed in the direction of the arrow. The further the mouse is from the E-Ball when released, the stronger the push will be.



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export_presets.cfg View File

@@ -23,3 +23,36 @@ binary_format/64_bits=true
binary_format/embed_pck=false
custom_template/release=""
custom_template/debug=""

[preset.1]

name="Mac OSX"
platform="Mac OSX"
runnable=true
custom_features=""
export_filter="all_resources"
include_filter=""
exclude_filter=""
export_path="builds/MacOS/EMotional.zip"
patch_list=PoolStringArray( )
script_export_mode=1
script_encryption_key=""

[preset.1.options]

custom_template/debug=""
custom_template/release=""
application/name="E-Motional Escape"
application/info="Made with Godot Engine for the Godot Wild Jam, May 2020"
application/icon=""
application/identifier=""
application/signature="Bryan Miller"
application/short_version="1.0"
application/version="1.0"
application/copyright="2020"
display/high_res=false
privacy/camera_usage_description=""
privacy/microphone_usage_description=""
texture_format/s3tc=true
texture_format/etc=false
texture_format/etc2=false

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