Prototype / Entry 1


CONTROLS AS OF PROTOTYPE / ENTRY 1

WASD - movement

Spacebar - jump

M1 - shoot

ESC - exit game

R - restart 

Although Supernova is going to be a project where I hopefully try to showcase art and animation, I can't really do that without having a base for my game. Therefore, in my prototype, I tackled multiple aspects in development, mostly in programming. Since I am drawing inspiration from the early Wolfenstein and Doom series. Movement is implemented, but might be tweaked later to be more intuitive, but as a base they're sufficient for the project.

WASD movement and Spacebar for jump, implemented with basic GDScript

Directional camera movement so you can look up, down, left and right 


Constants to mess around with speed and jump speed, also gravity. All subject to change since I was messing around trying to find a balance that felt good. I don't want the game at times to feel sluggish, but also not too much.


Shooting function making use of raycasts, so once the raycast line collides with the enemies you can shoot and they will die. Raycast is attached to the camera rather than the character so you can look up and down and still be able to kill enemies.  There are UI elements where you have your main shooting weapon out, however it doesn't have the intended animations I want for the final product.

The enemy AI is implemented, however they don't have actual sprites or models other than a gray and red box. It's pretty simple currently, as they only move towards the player regardless of sight. If they do reach you, they will end the game and cause a restart screen to pop up, done to test UI elements. The health/fuel feature that is a big component to this game is currently not implemented as this will probably be one of the harder things to implement and code, so I opted for a base game that is functional. 

All in all, I messed around with the animations but mostly programming. All animations in the game right now are placeholder or either WIP and are added to help me visualize what I want for the future of this project. For a prototype, I'm a little bit more confident as this was quite a fun thing to put together, but the animations are definitely going to take up a lot of my time for this solo project, so I'm most likely not going to be able to add some features I wanted for the final build in the future. As for the feedback, I did take one thing into account, switching to a campaign or a few levels, which was something I was teetering on when I made the concept document. I've decided to go with it since it does seem more feasible to make predetermined levels and enemy positions than wave spawners with increasing difficulty. For the other feedback, most of it was more geared towards later down in the development cycle such as gameplay features or sounds, so I'm taking that into account for future iterations and releases.

Files

SupernovaPrototype.zip 30 MB
Sep 24, 2025

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