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authorAstatin <[email protected]>2025-05-22 15:51:22 +0200
committerAstatin <[email protected]>2025-05-22 15:51:22 +0200
commitf3a70613f78023c25d9a075231cb55639a75ee99 (patch)
tree49d4d21e1d05a04805554bd13ee9ee8418456f7b /TODO
parent1ebace4a4c074949555e4d403cc0757af891c79d (diff)
Add story structure to TODO
Diffstat (limited to 'TODO')
-rw-r--r--TODO57
1 files changed, 35 insertions, 22 deletions
diff --git a/TODO b/TODO
index 4ada820..aafbeaf 100644
--- a/TODO
+++ b/TODO
@@ -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