diff options
author | Astatin <[email protected]> | 2025-05-22 15:51:22 +0200 |
---|---|---|
committer | Astatin <[email protected]> | 2025-05-22 15:51:22 +0200 |
commit | f3a70613f78023c25d9a075231cb55639a75ee99 (patch) | |
tree | 49d4d21e1d05a04805554bd13ee9ee8418456f7b /TODO | |
parent | 1ebace4a4c074949555e4d403cc0757af891c79d (diff) |
Add story structure to TODO
Diffstat (limited to 'TODO')
-rw-r--r-- | TODO | 57 |
1 files changed, 35 insertions, 22 deletions
@@ -1,23 +1,14 @@ Bugs: - x - Cancel attack breaks enemy facing direction - x - Heal at max should cancel - x - Off screen lasers - x - Path finding in tunnel ? - Object loading after being in view - - Kill before or after attack ? - x - Object sprite sometimes not disappear when picked up - x - Enemies never unfreeze - x - Bugs health underflow when attacked + ? - Kill before or after attack Accessibility issues: -> freeze/earcopter attack patterns are not obvious (either needs to be shown on map or add select menu with infos if not possible + tutorial to explain the existence of select menu ?) -> There is no indicator that the max health is 20 - -> B + arrow is not obvious (tutorial ?) - -> when stairs spawn in the same room as the bunny, it's not obvious that it's not the stairs we just came from + ? -> B + arrow is not obvious (tutorial ?) + x -> when stairs spawn in the same room as the bunny, it's not obvious that it's not the stairs we just came from Need to be refactored: - -> 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) @@ -37,7 +28,7 @@ x -> Spawn enemies in far away rooms when less than X enemies on the map. (Maybe x -> Add objects to heal - -> Add objects get back limited use attacks/learn new attacks +x -> Add objects get back limited use attacks/learn new attacks x -> Add attacks for the foxes @@ -46,23 +37,45 @@ x -> Add other types of enemies -> Add more enemies & enemy behaviours: x * Fox with distance limited attack and close unlimited attack x * Penguin freezing and fleeing when the player is frozen - * Mouse weaker and only close attacks but can move 2x faster +x * Mouse weaker and only close attacks but can move 2x faster x * Cats being normal (only close attacks) - * Fimsh being super rare have a bunch of HP, not do anything but drop super cool objects + * Fimsh +x * being super rare (have a bunch of HP), not do anything + * but drop super cool objects * Owls heal the enemies around (different pathfinding where it tries to stay 1 block away from the bnuy?) + cooldown - * Bugs move 2x faster and sacrifice themselves to give the bunny a status (poisoned & taking damages/slower and skipping one of 2 turns) - * Frogs: ? +x * Bugs move 2x faster and sacrifice themselves to give the bunny a status (poisoned & taking damages/slower and skipping one of 2 turns) +x * Frogs: Can grab bunny to them - -> Have some enemies drop items +x -> Have some enemies drop items x -> Add floor count + a kind of goal (rescuing another bunny/getting a rare item ?) + -> Music (https://github.com/tildearrow/furnace/) + 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. + -> Allow enemy to join your team after beating/with an item/after completing a quest - -> (For far future, maybe make a story) + -> Get a safe place (not procedurally generated) with friends where we can get quests and choose to explore dungeons. (Firecamp with friends around) + -> Thing for going on adventures + -> Place where you sleep (firecamp) + -> Save feature + +x -> Find a way to control the difficulty level so its easier at the start and harder at the end. + + -> We meet a human + -> human is stuck in a world with only animals and has been there for a long time + -> human likes to go help animals in need (rescue team?) + -> we make a team with human (we are only two at the beginning, but story quests will introduce new characters) + -> but when speaking to human, it is apparent that human is missing home, but gave up on it a long time ago + -> someone is kidnapped, we go to rescue them but the kidnappers have setup a trap and human realises it and "sacrifices themselves" to make sure we are surviving + -> Everyone is teaming up to go rescue human from a seemingly hopeless situation + -> We manage after of danger and effort to rescue human + -> Human realises that they became nihilistic and in wanting to save others, forgot to save themselves and actually really miss home and want now to find their way out + -> human stop giving up + -> A thing that was barely relevant during the human rescue mission is actually a first small hint to their way back home + -> things happening + -> Human finally find their way home and go back in an emotional goodbye + -> end |