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Need to be refactored:
  -> Fox is sometimes moving too far when walking thingy
  -> 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 ?)

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

  -> Make the different types of enemies behave different (fleeing/ambush/etc...)

  -> Have some enemies drop items

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)