Readme: | Short: Port of ByteGuard (CPP-SDL2) Author: papiosaur2@hotmail.fr (Yannick Buchy) Type: games/platform Version: 1.1.0 Requires: SDL2-TinyGL Architecture: ppc-morphos
ByteGuard from https://github.com/DiogoGracianoa/byteguard Need last version of SDL2 and TinyGL. Source file and Makefile are included in this archive. If you like/use my ports, don't hesitate to do small donation, it will be very appreciated. If you want a specific port or a specific project for MorphOS, don't hesitate to contact me.
Changes: Hotkeys: - LEFT CURSOR instead 'A' to reduce speed of the character - RIGHT CURSOR instead 'D' to increase speed of the character - RALT instead SPACE to JUMP - SPACE instead 'Q' to activate bonus to reduce speed - 'P' instead ENTER for PAUSE
Description
ByteGuard is an auto-runner-style platformer inspired by titles like "Geometry Dash," but with a light narrative to give context to the action. The player controls a maintenance robot activated in an emergency to recover sectors of a collapsing futuristic city. The game offers a fast-paced experience with simple controls and increasing challenges, encouraging the player to continue to the end.
The main mechanic revolves around jumping, used to avoid obstacles on the maps while the character automatically runs from left to right. The player can accelerate or brake while running, but must be careful not to be hit by the missile if they move too slowly. These challenges are part of a system sabotaged by a rebellious artificial intelligence. Along the way, there is a collectible advantage intended to facilitate the journey: a power-up, which allows time to be slowed down, opening up alternative paths. The difficulty increases as the game progresses, but the game is challenging from start to finish, relying on agility, reflexes, and memorization to achieve the final objective.
The goal is to complete the four levels and restore order to the world. Each failure restarts the level, reinforcing the trial-and-error system as a learning process. Progression is marked by both difficulty and the story, which advances as the player restores the city's sectors, reinforcing the sense of progress and purpose. Features to be tested
Graphical features:
Menu functionality, with background sounds and when pressing the game's start button. Pause functionality, verifying that pauses are graphically viable and do not interfere with the game's progress. Text screen functionality to tell the game's narrative, verifying that it transitions correctly between screens. Tutorial functionality when collecting the POWER-UP for the first time
Gameplay features:
Test the game's difficulty, whether the passageways are too tight, and whether it's possible to reach the final objectives. Test the collision, whether the physical collisions don't match the collisions of the graphically drawn objects. Test the power-up by pressing the 'Q' key after collecting it, checking if it actually reduces time. Test the character's acceleration and braking controls in phase 1, whether they work as intended, i.e., accelerating and braking the character. Test the character's flight system in phase 3, whether it's too complex, ascending or descending too fast or too slow. Test the scene change, upon reaching the end of phase 1, whether the player will proceed to phase 2 correctly. Test the missile evasion, as well as the difficulty with the selected missile speed.
Credits
Diogo Alves Graciano: Development of phases 1 and 3 and general artistic elements. Lucas Wiermann Cobo da Silva: Development of phases 2 and 4 and game physics.
Thanks a lot to: - MorphOS Team for MorphOS - bigfoot for TinyGL - BeWorld for SDL2 port
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