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Rifted Rush

  • 6 Devlogs
  • 24 Total hours

A collection of fun minigames. (Make a WarioWare-Style Game Mission)

Ship #2

This is the finished (WarioWare-style) game called Rifted-Rush.
KEYBOARD + MOUSE ONLY! if you’re mobile im sorry but pls skip

What has been added/changed:

  • TWO new minigames: protecting and dodging (i’m bad at names 🥹)
  • much better, updated visuals to fit a space theme (including fonts)
  • freeplay mode, endless minigames
  • with difficulty scaling
  • score mechanics which update based on time left

feel free to skip the tutorial to access freeplay mode immediately

also, just a little note if you cant get at least 2500 score in freeplay you have to give me max rating :)
(just kidding just vote based on what YOU think of the game)

Try project → See source code →
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4h 5m 39s logged

**Devlog 6 **

Hi guys,
unfortunately, I will be ending development for rifted rush here due to gcses being just around the corner 💔. I’d love to work on this project more especially when I’m only six hours away from the certificate but I have to get my priorities straight ifykwim. Anyway, let’s get into what I added:

Scoreee

Finally, I added a way to track your score and points are given based on each half a second left and there’s also a base completion amount. The extra points from beating minigames quickly causes the player (my friends so far) to just panic (which is good ofc).

Clicking minigame

I added a random position spawning mechanic for these buttons although they tend to clump still for no apparent reason. I don’t know if its simply how the rng works or there’s a bug.

Display Resolution

So um I didn’t realise during the whole development of this game, I was using a 1152 x 648 res 💀. Thankfully, it’s the same aspect ratio as 1920 x 1080 so I was able to scale it via Godot’s native settings. although, the quality is a bit rough in some places…

New ending screen

Originally, I was using the same lose screen upon death in free-play mode as the tutorial. So, I changed it because the core loop of a Wario-ware style game is to play until you die so it shouldn’t really count as losing. Instead, I made a new scene where your score is displayed.

Some minor things

  • updated scaling formula AGAINN
  • cleaned up some unused files from github/ the directory
  • you won’t be able to reach 5000 score because you’re not good enough mwhahahaha (neither am I)
  • play your own music while playing - i’m too lazy to search for music 🥲🥲

The End

Well, this is the end. I’ll be honest I’ve had lots of fun in the hack club/stardance program. I really hope to be able to participate in hack club’s next flagship summer program. I’ll have way more time then and make sure to remember me because I’ll be making some absolute bangers. Anyway, like always, check out my repo:

https://github.com/spliceydice/Rifted-Rush

and try and get a higher score than me!

https://spliceydice.itch.io/rifted-rush

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2h 39m 25s logged

** Devlog 5 **

Hi guys,
as you may be able to tell yes the devlogs are a bit more frequent mainly because I’m trying to finish this before school. and this is NOT my last devlog lol

New minigame

Added a survival type minigame where small fireballs spawn from all directions and you have to dodge them all. Required heavy tweaking because it was way too difficult to find the right balance between easy and hard.

Freeplay Mode

Essentially the main mode where you play until you lose all of your lives. May add a life recovery feature in the future. Also, prevented from minigames repeating right after itself. code attached

Difficulty Scaling

Made each game harder dependent on the number of minigames you have completed in that session.

Overall, much wasn’t changed but a lot changed at the same time too if that makes sense. I’m hoping to add a scoring mechanic in the future and one new minigame and a boss fight that appears occasionally. Thanks for reading,

Check out my repo!: https://github.com/spliceydice/Rifted-Rush

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4h 51m 29s logged

** Devlog #4 **

Hi guys,
almost five hours since my last devlog and I made only one extra minigame 🥲🥲🥲

Finding assets again 😡😡😡😡

To be honest, it wasn’t that bad thanks to @nyk_nck (on itch.io so ignore the link). I was able to get most of my assets from them and I must say they worked well together.

New minigame

Basically, this new minigame is one where fireballs are launched at you from random directions and using a and d, you rotate your shield to protect the moon and if you fail you lose a life. On the surface it looks simple but it’s lowk quite complex.

##Code itself

Coding that game wasn’t that hard thanks to claude a little bit but it was mostly me. I had to create a fireball spawner, then logic for the fireball itself, then I had to create scripts for the shield to destroy the fireballs and then I had to attach scripts to the moon so it detects when its hit so you lose a life. It was very worth it though.

What next?

I plan to add a fourth minigame along with some bg music (its quite quiet rn) and then add that freeplay mode! That will probably be my last ship though because for me year 11 is about to start and I need to lock in.

anyways, thanks for reading check out my repo!: https://github.com/spliceydice/Rifted-Rush

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5h 41m 32s logged

** Devlog #3 **

Hi guys,

So, it’s been a very very very long time since my last devlog. Anyways, as I promised previously there has been a massive visual overhaul and it actually looks promising 🥹🥹🥹🥹.

Asset finding

I’ll be honest, finding assets was the worst experience of my whole life 😭. But after hours of searching JUST for backgrounds (those hours don’t get logged btw ✌️) I actually found some pretty decent ones. All of them are from Shiroze btw on itch.io so all credits to her! I also needed some assets for controls (I’ll talk about that later) but those were relatively easy to find. I also needed a graphic of a pixelated rift which I’ll be honest doesn’t even look that good but I needed something to fill the space on the title screen. I imported a font too.

Importing assets

I imported them 👍👍

Implementing the assets

For the backgrounds, it was pretty quick and easy you just replace the file on the node that you already created from the guide. Then changing the fonts for text was quick however when using pixel art assets including the font you have to make sure you manually set the texturing filter to nearest to make sure your fonts/assets actually look good. AS for the controls I was talking about earlier, I implemented those into the loading screens prior to the following minigame that needs those controls. I’ll be honest I had to ask gemini how to create a fading effect but I got the hang of it myself in the end. ALSO, I changed the character sprite for the platformer and changed the minigame slightly itself.

Things idk where to put

I added the base of a settings screen (no settings yet)
I want to credit Shiroze again for most of the assets!
I’ll attach what some of the scenes look like.
Also, I renamed the game to rifted rush because… it sounds cool idk 😭.

What’s Next?

Hopefully, using my grant for itch.io, I’m going to find some nice background music for the game as a whole because it’s too quiet right now. Additionally, I plan to add two new minigames and a freeplay mode (will be the main mode after tutorial) where you can try to get a high score! I’m also going to add a secret on the tittle screen soon where you can practice individual minigames themselves.

Thanks for reading! As always reply w/ any suggestions and check out my repo! https://github.com/spliceydice/Rifted-Rush

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3h 18m 29s logged

**Devlog #2 **

Hi guys,
I’ve continued my development of the game and it is essentially finished.

Scenes

Recently, I’ve completed the death and done screens and they are simply placeholders at the moment.
In the near future, I plan to do an overhaul on all visuals in the game as well as rewrite some text because it seems quite clunky.

Scripting

I’ve gotten the hang of the language Godot uses partially due to experience but the internet too. It feels like python but just a bit more advaced.

What next?

I plan to ship the base game as is and after will drop a major update where new minigames, bossfights, visuals (space themed) and sfx are added. Overall, it will be a quality/content update.

That’s all I have to say for now. Please leave any suggestions especially on visuals!
Check out my github repo! https://github.com/spliceydice/WarioWareGame

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3h 2m 29s logged

** Devlog #1 **

Hi guys,
I’ve started to work on a WarioWare Game and its been really fun but its been difficult too.

Initialising everything

When I first started, Github and installing time loggers was really complicated for me and it took me way longer to start than it should have😭😭.
However, I watched some tutorials on YouTube and it really helped.

Actually coding

Godot was really new to me and took me some time to figure out. At the start, I ended up setting each node as a child to each other and debugging that was genuine horror 💀💀. I basically had to restart but I caught it early so it was fine. The guide helped significantly (as it should) but it was quite ambiguous at times. So far, I’ve implemented timers and life mechanics and have just started to implement the minigames. It was really fun to add my own personality into the game by embedding my interests into it. For example, I changed some textures like the garlic lives to mc textures.

So, What Next?

I hope to continue adding minigames and go beyond the guide. I plan for this to be my main project that I work through and add more features like leaderboard mechanics as time goes on.

That’s all I have to say for now. Check out my github repo and feel free to leave any suggestions! https://github.com/spliceydice/WarioWareGame

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