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TODO.md

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  • CROWN

    • The base platformer. A building with robotic enemies that can detect the player and shoot at them. There are also several obstacles the player must manoeuvre around the building, going from room to room, killing enemies to get more blocks to build bridges with.
    • Player
      • Movement
        • Crouching
          • Allow crouch jumping
        • Wall climbing
          • Switch from raycasts to Area2Ds for conssistency (OPTIONAL)
        • Grabbed wall jumping
        • Wall sliding
        • Variable jump height
        • Grounded coyote time
        • Grabless wall jumping
        • Grab wall from any height
        • Differentiate between grounded jump and wall jump
        • Differentiate between grabbed jump and non-grabbed jump
      • Shooting
        • Hitscan shots
        • Shooting enemy bullets
      • Health
      • Death
    • Enemies
      • Movement
        • Random movement
      • Health
      • Aggravation
        • Remain aggro'd for a while after player is hidden (OPTIONAL)
    • Interactables
      • Abstraction layers
      • Item pickups (OPTIONAL)
        • Bullets
        • Hearts
        • Blocks
      • Doors
      • Multiple levels
      • Terminals
        • Rework terminal system
          • Instead of each terminal having an internal BridgeStruct, each should point to a specific element in an array/dict of BridgeObjects. A BridgeObject can be a clickable Area2D that contains the guideline area and the BridgeStruct object. This would make free terminals (see below) feasible.
      • Free terminals
        • Can connect to any space
    • Pause menu
      • Pause game
      • Help menu
        • Displays controls
      • Quit game
    • Sound effects
      • Player footsteps
      • Bullet shot
      • Enemy hit
      • Bullet hit
      • Player hit
      • Wall hit (OPTIONAL)
    • Rooms
      • 1
      • 2
      • 3
      • 4
      • 5
      • Final Room
    • Art and animations
      • Environment
        • Backgrounds
          • Parallax (OPTIONAL)
        • Tileset
          • Custom tileset (18x18)
            • Background tiles
              • Wooden plank walls
              • Metallic walls
              • Metallic floor
              • Transparent windows
              • Doors
              • Indicator blocks
                • CROWN
                • GEM
              • Terminal
            • Foreground tiles (OPTIONAL)
              • Wooden boxes
        • Lighting
        • Romm traversal
          • Fade to black
          • Animation (OPTIONAL)
      • Player
        • Movement
        • Idle
        • Shooting
        • Jump
        • Wall climb
        • Crouch
        • Death crumple animation
        • Camera zoom into AL 1
      • Enemies
        • Death
        • Idle/Movement
        • Shooting
          • Explosion animation (OPTIONAL)
  • GEM

    • A grid-based movement game. The player must move a tile to touch other "sticky" tiles. After a time limit, or when the player decides to return, the end structure will create a bridge in the main level.
    • Bridge
      • Constraint
        • Limiting bridge to being within the specified area in CROWN
      • Origin
        • Should the bridge be centred around the crosshair or the middle of the overall structure?
          • If it's the former, should the bridge gap be filled in?
        • Toggleable
    • Obstacles (OPTIONAL)
      • Moving tiles
      • Block removal areas/enemies
    • Time limit
      • Auto-accepting (OPTIONAL)
    • Camera into CROWN (OPTIONAL)
    • Boundary
      • Explicit boundary (current)
      • Implicit boundary - invisible boundary
      • Absentia boundary - no boundary; camera follows GEM
    • Allow auto-movement
  • UI

    • Font
    • Main menu
    • Pause menu
    • Game UI
      • CROWN
      • GEM
  • BUGS

    • SEVERE
      • Bridges from previous levels mapping to those in future levels
    • MODERATE
      • Occasionally, the blocks widths in GEM don't update correctly. This leads some of them to move past the surrounding wall.
        • FIX: todo
      • New blocks don't appear when revisiting a submitted bridge
        • Is this even a bug?
    • LIGHT
      • Wall jumping only works if the wall is in the centre of the player character, which is annoying
        • FIX: see Player/Movement/Wall Climbing
      • Sprite is updating when climbing and looking away from the wall
      • Sprite isn't updating when ungrabbing wall on the ground