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authorAstatin <[email protected]>2025-01-24 18:08:33 +0900
committerAstatin <[email protected]>2025-01-24 18:08:33 +0900
commit1a6621e5b1da42ee4b6b9132790ec744efc009c2 (patch)
tree89aeb457555655d2e4ed74a0fe32bfca74851a26 /TODO
parent57326c9acf9cbb025d54093fb90fd70614659400 (diff)
Add laser enemy attack
Diffstat (limited to 'TODO')
-rw-r--r--TODO15
1 files changed, 13 insertions, 2 deletions
diff --git a/TODO b/TODO
index 3d91a70..67e7156 100644
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+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