From 1a6621e5b1da42ee4b6b9132790ec744efc009c2 Mon Sep 17 00:00:00 2001 From: Astatin Date: Fri, 24 Jan 2025 18:08:33 +0900 Subject: Add laser enemy attack --- TODO | 15 +++++++++++++-- 1 file changed, 13 insertions(+), 2 deletions(-) (limited to 'TODO') diff --git a/TODO b/TODO index 3d91a70..67e7156 100644 --- a/TODO +++ b/TODO @@ -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 -- cgit v1.2.3-70-g09d2