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Bugs:
-> Health is not updated on death
-> Penguins freeze can cancel hops but not freezes
-> Foxes can attack even if bunny hopped away
-> Emulator crash with "not implemented: Only XKB keymaps are supported when unfocused (or workspace change maybe ?)
-> There is no way to change direction outside of moving
-> There is no indicator that the max health is 20
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)
-> 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)
x -> Limit attacks uses
x -> Spawn enemies in far away rooms when less than X enemies on the map. (Maybe despawn some too)
x -> Add objects to heal
-> Add objects get back limited use attacks/learn new attacks
x -> Add attacks for the foxes
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
* Cats being normal (only close attacks)
* Fimsh 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: ?
-> Have some enemies drop items
-> Add floor count + a kind of goal (rescuing another bunny/getting a rare item ?)
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.
-> (For far future, maybe make a story)
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