105 lines
3.3 KiB
Markdown
105 lines
3.3 KiB
Markdown
# TODO
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## Alpha Launch Minimum Checklist
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- [ ] Open Source Licenses
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- [x] Doodad Scripts: an "end level" function for a level goalpost.
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**Blocker Bugs:**
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- [ ] Sometimes the red Azulians don't interact with other doodads
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properly, but sometimes they do. (i.e. they phase thru doors, don't
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interact with buttons or keys).
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**UI Cleanup:**
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- Doodads Palette:
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- [x] Hide some doodads like the player character.
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- [x] Pagination or scrolling UI for long lists of doodads.
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**Nice to haves:**
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## Release Launch Checklist
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**Features:**
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- [ ] Single-player "campaign mode" of built-in levels.
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- campaign.json file format configuring the level order
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- [ ] Level Editor Improvements
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- [x] Undo/Redo Function
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- [x] Lines and Boxes
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- [ ] Eraser Tool
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- [ ] Brush size and/or shape
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- [ ] Doodad CLI Tool Features
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- [x] `doodad show` to display information about a level or doodad.
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- [ ] `doodad init` or some such to generate a default JS script.
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- [x] Options to toggle various states (hidden, hasInventory?)
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**Shareware Version:**
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- [x] Can't draw or edit doodads.
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- [ ] Can only create Bounded maps, not infinite ones.
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- [ ] Can play custom maps but only ones using built-in doodads.
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- [ ] Can not place custom doodads in maps.
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**Built-in Doodads:**
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- [x] Buttons
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- [x] Press Button
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- [x] Sticky Button
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- [x] Switches (4 varieties)
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- [x] Doors
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- [x] Locked Doors and Keys
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- [x] Electric Doors
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- [x] Trapdoors (all 4 directions)
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## Doodad Ideas
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In addition to those listed above:
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- [ ] Crumbly floor: Tomb Raider inspired cracked stone floor that
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crumbles under the player a moment after being touched.
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- [ ] Firepit: decorative, painful
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- [ ] Gravity Boots: flip player's gravity upside down.
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- [ ] Warp Doors that lead to other linked maps.
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- For campaign levels only. If used in a normal player level, acts
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as a level goal and ends the level.
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- Doodads "Warp Door A" through "Warp Door D"
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- The campaign.json would link levels together.
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- [ ] Conveyor Belt
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## New Ideas
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- [ ] New Doodad struct fields:
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- [ ] `Hidden bool`: skip showing this doodad in the palette UI.
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- [ ] `HasInventory bool`: for player characters and maybe thieves. This way
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keys only get picked up by player characters and not "any doodad that
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touches them"
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- [ ] ``
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## Path to Multiplayer
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* Add a Player abstraction between events and player characters.
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* Keyboard keys would update PlayerOne's state with actions (move left, right, jump, etc)
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* Possible to have multiple local players (i.e. bound to different keyboard keys, bound to joypads, etc.)
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* A NetworkPlayer provides a Player's inputs from over a network.
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* Client/server negotiation, protocol
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* Client can request chunks from server for local rendering.
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* Players send inputs over network sockets.
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## Far Off Ideas
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### Level Styles (Top-down vs Side Scrolling)
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It might be cool to support multiple "styles" of level, apart from the current
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2D platforming-with-gravity style.
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For example a top-down perspective level would let the player freely walk in
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both axes and would probably have a full set of unique Doodads drawn in that
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perspective.
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Migration path: a GameStyle enum would be added to Levels and Doodads as an
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integer type, default 0 is the current 2D platformer style, 1 for top-down,
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etc. -- so existing levels and doodads would default to 0 on upgrade and new
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levels/doodads would use the new value.
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