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