Noah Petherbridge
cb02feff1d
* New doodads: Switches. * They come in four varieties: wall switch (background element, with "ON/OFF" text) and three side-profile switches for the floor, left or right walls. * On collision with the player, they flip their state from "OFF" to "ON" or vice versa. If the player walks away and then collides again, the switch flips again. * Can be used to open/close Electric Doors when turned on/off. Their default state is "off" * If a switch receives a power signal from another linked switch, it sets its own state to match. So, two "on/off" switches that are connected to a door AND to each other will both flip on/off when one of them flips. * Update the Level Collision logic to support Decoration, Fire and Water pixel collisions. * Previously, ALL pixels in the level were acting as though solid. * Non-solid pixels don't count for collision detection, but their attributes (fire and water) are collected and returned. * Updated the MenuScene to support loading a map file in Play Mode instead of Edit Mode. Updated the title screen menu to add a button for playing levels instead of editing them. * Wrote some documentation.
2.7 KiB
2.7 KiB
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:
- 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:
- Buttons
- Press Button
- Sticky Button
- Switches (4 varieties)
- Doors
- Locked Doors and Keys
- Electric Doors
- 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.