doodle/TODO.md

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# TODO
## Alpha Launch Minimum Checklist
- [ ] Open Source Licenses
- [x] 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:
- [x] Hide some doodads like the player character.
- [x] 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
- [x] Undo/Redo Function
- [x] Lines and Boxes
- [ ] Eraser Tool
- [ ] Brush size and/or shape
- [ ] Doodad CLI Tool Features
- [x] `doodad show` to display information about a level or doodad.
- [ ] `doodad init` or some such to generate a default JS script.
- [x] 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
- [x] Switches (4 varieties)
- [x] Doors
- [x] Locked Doors and Keys
- [x] Electric Doors
- [x] Trapdoors (all 4 directions)
## 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.
- [ ] Conveyor Belt
## 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"
- [ ] ``
## Path to Multiplayer
* Add a Player abstraction between events and player characters.
* Keyboard keys would update PlayerOne's state with actions (move left, right, jump, etc)
* Possible to have multiple local players (i.e. bound to different keyboard keys, bound to joypads, etc.)
* A NetworkPlayer provides a Player's inputs from over a network.
* Client/server negotiation, protocol
* Client can request chunks from server for local rendering.
* Players send inputs over network sockets.
## Far Off Ideas
### Level Styles (Top-down vs Side Scrolling)
It might be cool to support multiple "styles" of level, apart from the current
2D platforming-with-gravity style.
For example a top-down perspective level would let the player freely walk in
both axes and would probably have a full set of unique Doodads drawn in that
perspective.
Migration path: a GameStyle enum would be added to Levels and Doodads as an
integer type, default 0 is the current 2D platformer style, 1 for top-down,
etc. -- so existing levels and doodads would default to 0 on upgrade and new
levels/doodads would use the new value.