doodle/TODO.md
Noah Petherbridge c8620f871e Drawing Strokes and Undo/Redo Functionality
* Add new pkg/drawtool with utilities to abstract away drawing actions
  into Strokes and track undo/redo History for them.
* The freehand Pencil tool in EditorMode has been refactored to create a
  Stroke of Shape=Freehand and queue up its world pixels there instead
  of directly modifying the level chunker in real time. When the mouse
  button is released, the freehand Stroke is committed to the level
  chunker and added to the UndoHistory.
* UndoHistory is (temporarily) stored with the level.Level so it can
  survive trips to PlayScene and back, but is not stored as JSON on
  disk.
* Ctrl-Z and Ctrl-Y in EditorMode for undo and redo, respectively.
2019-07-03 16:25:23 -07:00

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# 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"
- [ ] ``