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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)
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