diff options
author | Astatin <[email protected]> | 2025-01-16 18:13:21 +0900 |
---|---|---|
committer | Astatin <[email protected]> | 2025-01-16 18:13:21 +0900 |
commit | 02038990a93c0b4cf58269b5456327ea64b998b7 (patch) | |
tree | 8f23c7270bc705d17d9d380d3a927f12f20ca1fa /TODO | |
parent | dc5a9431bf4438000dcd028aa6b9c17c9ca492d8 (diff) |
Move basic enemy attack & walker AI to enemiesattacks
Diffstat (limited to 'TODO')
-rw-r--r-- | TODO | 37 |
1 files changed, 22 insertions, 15 deletions
@@ -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) |