diff options
author | Astatin <[email protected]> | 2025-01-24 18:08:33 +0900 |
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committer | Astatin <[email protected]> | 2025-01-24 18:08:33 +0900 |
commit | 1a6621e5b1da42ee4b6b9132790ec744efc009c2 (patch) | |
tree | 89aeb457555655d2e4ed74a0fe32bfca74851a26 /TODO | |
parent | 57326c9acf9cbb025d54093fb90fd70614659400 (diff) |
Add laser enemy attack
Diffstat (limited to 'TODO')
-rw-r--r-- | TODO | 15 |
1 files changed, 13 insertions, 2 deletions
@@ -1,20 +1,31 @@ +Need to be refactored: + -> AB/BC/XY/YX thingy issue that makes me angry (functions/macro to predict position could be merged after) + -> main is messy and unreadable + -> rework mode checks (heatlh update should happen on both dungeon and dead mode) + -> general structure is messy (why is Update_Animation_Step in entity/action.gbasm ?? What is even entity/action.gbasm supposed to be ??) + -> split fox turn into multiple subfunction that could be reused in other enemies turns functions + -> create an enemy turns thingy directory, move attacks inside of entity/enemies (both enemiesattacks and playerattacks) + -> tiles are duplicated in the tree tilelset and could be reduce to 32 tiles + +Medium term: -> Add special attacks/capacities to the bunny x * Jump x2 (even over an enemy) (attacking or not ?) * Stronger attack x * Weaker attack on multiple foxes x * Freeze a/multiple fox(es) for X turns + * Distance attack (maybe reuse laser of the enemies) -> Limit attacks uses x -> Spawn enemies in far away rooms when less than X enemies on the map. (Maybe despawn some too) - -> Remove some health to the bunny (probably to 10 points, maybe max health growing ?) +? -> Remove some health to the bunny (probably to 10 points, maybe max health growing ?) x -> Add objects to heal -> Add objects get back limited use attacks/learn new attacks - -> Add attacks for the foxes +x -> Add attacks for the foxes x -> Add other types of enemies |