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README.md
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README.md
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# Doodle
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# Doodle
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Doodle is a drawing-based maze game written in Go.
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# Features
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(Eventually), the high-level, user-facing features for the game are:
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* **Draw your own levels** freehand and then play them like a 2D platformer
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game.
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* In **Adventure Mode** you can play through a series of official example
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levels that ship with the game.
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* In **Edit Mode** you can draw a map freehand-style and lay down physical
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geometry, and mark which lines are solid or which ones behave like fire.
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* Drag and drop **Doodads** like buttons, doors and keys into your level and
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link them together so that buttons open doors and levers activate devices.
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* In **Play Mode** you can play your level as a 2D platformer game where you
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collect keys, watch out for enemies, and solve puzzles to get to the exit.
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* Easily **Share** your custom maps with friends.
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## Mod-friendly
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* Users can create **Custom Doodads** to extend the game with a scripting
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language like JavaScript. The sprites and animations are edited in-game
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in Edit Mode, but the scripting is done in your text editor.
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* In **Edit Mode** you can drag custom doodads into your maps.
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* To **Share** your maps, you can choose to **bundle** the custom
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doodads inside your map file itself, so that other players can play
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the map without needing to install the doodads separately.
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* If you receive a map with custom doodads, you can **install** the doodads
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into your copy of the game and use them in your own maps.
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# Milestones
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# Milestones
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As a rough idea of the milestones needed for this game to work:
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As a rough idea of the milestones needed for this game to work:
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@ -17,15 +47,23 @@ As a rough idea of the milestones needed for this game to work:
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* The PNG I draw looks slightly different to what you see on the SDL canvas;
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* The PNG I draw looks slightly different to what you see on the SDL canvas;
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maybe difference between `Renderer.DrawLine()` and my own algorithm or
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maybe difference between `Renderer.DrawLine()` and my own algorithm or
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the anti-aliasing.
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the anti-aliasing.
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* [ ] Create a custom map file format (protobufs maybe) and "screenshot" the
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* [x] Create a custom map file format (protobufs maybe) and "screenshot" the
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canvas into this custom file format.
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canvas into this custom file format.
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* [ ] Make the program able to read this file format and reproduce the same
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* [x] Make the program able to read this file format and reproduce the same
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pixels on the canvas.
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pixels on the canvas.
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## Platformer
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## Platformer
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* [ ] Start implementing a platformer that uses the custom map format for its
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* [ ] Inflate the pixel history from the map file into a full lookup grid
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rendering and collision detection.
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of `(X,Y)` coordinates. This will be useful for collision detection.
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* [ ] Create a dummy player character sprite, probably just a
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`render.Circle()`. In **Play Mode** run collision checks and gravity on
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the player sprite.
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* [ ] Get basic movement and collision working. With a cleanup this can
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make a workable **ALPHA RELEASE**
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* [ ] Wrap a Qt GUI around the SDL window to make the Edit Mode easier to
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work with, with toolbars to select brushes and doodads and junk.
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* [ ] Work on support for solid vs. transparent, fire, etc. geometry.
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* [ ] ???
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* [ ] ???
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# Building
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# Building
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