Survival Sprint: Fury of the Boss
Published at Oct 15, 2024
Table of Contents
- Development Overview
- Demo
- Showcase
- 1. Game Flow and Mechanics
- 2. Architecture and Design
- 3. Sound Design
- 4. Graphic Design
Development Overview
Welcome to the Survival Sprint: Fury of the Boss, a single-player action-runner game for mobile devices. The game blends fast-paced running levels with intense boss fights, featuring unique mechanics for each stage and customizable settings.
Demo
To play the game, please use the left mouse button.
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Showcase
1. Game Flow and Mechanics
The game offers a structured sequence, guiding the player through different stages:
- Splash screen → Main menu → Running level → Boss fight level → Game over or Victory screen.
In the running level, players navigate through obstacles and face various enemies. The boss fight level introduces a different challenge, requiring players to defeat a powerful boss with various attack patterns. If players face a “Game Over,” they have the option to revive using in-game coins:
- Running level revive: 100 coins
- Boss fight level revive: 300 coins
2. Architecture and Design
The game’s architecture follows a modular approach with multiple singletons and distinct level-based logic, ensuring a clean separation of responsibilities:
- Singletons: Several core systems are implemented as global singletons, providing accessible services across different scenes and levels:
- GameManager (./core/game_manager.gd): Manages global state, player data, and scene transitions.
- CoinSpawner (./core/coin_spawner.gd): Handles spawning and tracking of collectible coins.
- Utils (./core/utils.gd): A collection of helper functions and utilities.
- SignalBus (./core/signal_bus.gd): Manages in-game events and signals, providing a centralized communication system between game objects.
- Level-Specific Logic: Each level type has its own dedicated scripts, allowing for unique gameplay experiences and mechanics:
- Running Level (./levels/runner):
- level.gd: Controls overall level behavior and state management.
- level_spawner.gd: Manages dynamic object generation and placement.
- player_controller.gd: Handles player movement, jumping, and collision detection.
- Boss Fight Level (./levels/boss_fights):
- level.gd: Orchestrates boss behavior and fight sequences.
- level_spawner.gd: Sets up enemy spawning and boss attacks.
- player_controller.gd: Manages player actions and responses to the boss’s attacks.
- Running Level (./levels/runner):
- Audio and Control Settings: The game features adjustable audio settings for different sound volumes, along with multiple joystick configuration options, enhancing the player’s control experience.
3. Sound Design
Licensed sound effects have been integrated to enrich the gameplay experience:
- Male Attack Grunt 3.wav by F.M.Audio – Freesound – License: Attribution 4.0
- jump_player.wav by FullStackSound – Freesound – License: Attribution 4.0
- Other sounds by kenney - Kenney – License: Creative Commons CC0
These sounds bring character actions to life and contribute to the immersive quality of the game.
4. Graphic Design
Licensed graphic assets have been integrated to enrich the gameplay experience:
- Core design - by kenney - Kenney - License: Creative Commons CC0