79 lines
2.2 KiB
Markdown
79 lines
2.2 KiB
Markdown
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# TODO
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## Alpha Launch Minimum Checklist
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- [ ] Open Source Licenses
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- [ ] Doodad Scripts: an "end level" function for a level goalpost.
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**Blocker Bugs:**
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- [ ] Sometimes the red Azulians don't interact with other doodads
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properly, but sometimes they do. (i.e. they phase thru doors, don't
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interact with buttons or keys).
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**UI Cleanup:**
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- Doodads Palette:
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- [ ] Hide some doodads like the player character.
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- [ ] Pagination or scrolling UI for long lists of doodads.
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**Nice to haves:**
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## Release Launch Checklist
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**Features:**
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- [ ] Single-player "campaign mode" of built-in levels.
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- campaign.json file format configuring the level order
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- [ ] Level Editor Improvements
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- [ ] Undo/Redo Function
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- [ ] Lines and Boxes
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- [ ] Eraser Tool
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- [ ] Brush size and/or shape
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- [ ] Doodad CLI Tool Features
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- [ ] `doodad show` to display information about a level or doodad.
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- [ ] `doodad init` or some such to generate a default JS script.
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- [ ] Options to toggle various states (hidden, hasInventory?)
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**Shareware Version:**
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- [x] Can't draw or edit doodads.
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- [ ] Can only create Bounded maps, not infinite ones.
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- [ ] Can play custom maps but only ones using built-in doodads.
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- [ ] Can not place custom doodads in maps.
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**Built-in Doodads:**
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- [x] Buttons
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- [x] Press Button
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- [x] Sticky Button
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- [ ] Switches
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- [ ] Doors
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- [x] Locked Doors and Keys
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- [x] Electric Doors
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- [ ] Trapdoors (1 of 4)
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## Doodad Ideas
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In addition to those listed above:
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- [ ] Crumbly floor: Tomb Raider inspired cracked stone floor that
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crumbles under the player a moment after being touched.
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- [ ] Firepit: decorative, painful
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- [ ] Gravity Boots: flip player's gravity upside down.
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- [ ] Warp Doors that lead to other linked maps.
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- For campaign levels only. If used in a normal player level, acts
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as a level goal and ends the level.
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- Doodads "Warp Door A" through "Warp Door D"
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- The campaign.json would link levels together.
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## New Ideas
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- [ ] New Doodad struct fields:
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- [ ] `Hidden bool`: skip showing this doodad in the palette UI.
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- [ ] `HasInventory bool`: for player characters and maybe thieves. This way
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keys only get picked up by player characters and not "any doodad that
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touches them"
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- [ ] ``
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