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authorAstatin <[email protected]>2025-01-16 18:13:21 +0900
committerAstatin <[email protected]>2025-01-16 18:13:21 +0900
commit02038990a93c0b4cf58269b5456327ea64b998b7 (patch)
tree8f23c7270bc705d17d9d380d3a927f12f20ca1fa /TODO
parentdc5a9431bf4438000dcd028aa6b9c17c9ca492d8 (diff)
Move basic enemy attack & walker AI to enemiesattacks
Diffstat (limited to 'TODO')
-rw-r--r--TODO37
1 files changed, 22 insertions, 15 deletions
diff --git a/TODO b/TODO
index 2706471..3d91a70 100644
--- a/TODO
+++ b/TODO
@@ -1,26 +1,33 @@
--> Add special attacks/capacities to the bunny
- * Jump x2 (even over an enemy) (attacking or not ?)
+ -> Add special attacks/capacities to the bunny
+x * Jump x2 (even over an enemy) (attacking or not ?)
* Stronger attack
- * Weaker attack on multiple foxes
- * Freeze a/multiple fox(es) for X turns
- -> All with limited number of uses
+x * Weaker attack on multiple foxes
+x * Freeze a/multiple fox(es) for X turns
--> Spawn enemies in far away rooms when less than X enemies on the map. (Maybe despawn some too)
+ -> Limit attacks uses
--> Remove some health to the bunny (probably to 10 points, maybe max health growing ?)
+x -> Spawn enemies in far away rooms when less than X enemies on the map. (Maybe despawn some too)
--> Add objects to heal and get back limited use attacks/learn new attacks
+ -> Remove some health to the bunny (probably to 10 points, maybe max health growing ?)
--> Add attacks for the foxes
+x -> Add objects to heal
--> Add other types of enemies (some stronger and some weaker/fleeing)
+ -> Add objects get back limited use attacks/learn new attacks
--> Have some enemies drop items
+ -> Add attacks for the foxes
--> Allow enemy to join your team after beating/with an item/after completing a quest
+x -> Add other types of enemies
--> Get a safe place (not procedurally generated) with friends where we can get quests and choose to explore dungeons
+ -> Make the different types of enemies behave different (fleeing/ambush/etc...)
--> Find a way to control the difficulty level so its easier at the start and harder at the end.
+ -> Have some enemies drop items
--> (For far future, maybe make a story)
+DEMO
+
+ -> Allow enemy to join your team after beating/with an item/after completing a quest
+
+ -> Get a safe place (not procedurally generated) with friends where we can get quests and choose to explore dungeons
+
+ -> Find a way to control the difficulty level so its easier at the start and harder at the end.
+
+ -> (For far future, maybe make a story)