--- title: "Features" draft: false --- The following are the game's **current** features and its planned features before the game leaves "alpha" status. There is a list of crucial "1.0" features and some ideas for where I may take this game further down the road. I plan on making this game my "forever project" and keep adding to it and releasing updates for as long as I find it interesting. ![Screenshot of the level editor](/images/floor-is-lava.png) # "1.0" Features The expected feature list for the "1.0" version of the game, and how far along I am. The general idea of what "1.0" will look like is that it will have these features: * **Single Player Campaigns** ([Story Mode](/guidebook/story-mode.html)): * The game would come with at least one single-player campaign of built-in levels which are completed in sequence. * The player's progress and high scores on a level pack are saved. Some levelpacks can have their later levels "locked" until the player completes earlier levels. * Players can create their own [Level Packs](/guidebook/custom-levels/levelpacks.html) too and share them with others. * **Level Editor & Custom Levels:** * A fully featured level and doodad editor is included, with all the tools needed to create custom content. * Custom doodad files can be copied and shared to other computers (and placed in the [right game folder](/guidebook/profile-directory.html)) and be used in custom levels. * Custom level packs that use only the built-in doodads are perfectly supported; if they require custom doodads, players need to install the doodad files manually. * **Full Version Extras:** * The [full version](/register) adds extra qualify-of-life improvements in support of custom user content, to make it easier to share custom levels which use custom doodads. * The ability to create a .level file which embeds _all_ of its custom doodads _inside_ the level's data for easy transport to another computer. The level brings everything it needs, so no need to juggle custom doodad files by hand! * The ability to _play_ a .level file which embedded its custom doodads. * By extension, the ability to play a [Level Pack](/guidebook/custom-levels/levelpacks.html) whose levels use custom doodads and everything will **just work** by simply downloading the one .levelpack file and loading it in your game! Some details of features and current progress towards the 1.0 release: * **Single Player:** * [x] Campaigns system to define one or more series of levels (Level Packs). * [x] At least chapter of built-in levels. * [x] Scoring, savegame and progression system. * [ ] At least 12 levels in one level pack together * **As of v0.10.0:** I have 5 levels in First Quest and 3 in Tutorial (8 total) * Minimum for "1.0", more levels can be added in free updates. * **Level Features:** * [x] Set of built-in wallpaper images of paper-themed level backgrounds. * [x] User can pick a custom wallpaper image which attaches to the level file. * [x] Page Types: * [x] Bounded: a limited size sheet of paper with a top and left margin. * [x] No Negative Space: a sheet of paper with infinite room to grow. * [x] Unbounded: an "infinite" sheet of paper with room to grow in all directions. * [ ] Bordered: a bounded sheet of paper with decorations wrapping around all four edges. * [x] Player can configure the limits of bounded levels. * [x] Patterns for your level colors to give them textures like pencil graphite or marker when drawn onto your level. * [ ] Support for custom user-created patterns * **Level Editor:** * [x] Easily switch between Play Mode and Edit Mode to test your level. * [x] Draw your own pixels anywhere you want. * [x] Basic Drawing Tools: Pencil, Line, Rectangle, Ellipse, Eraser * [x] Undo/Redo * [x] Zoom In/Out * [x] Editable Palette to add and modify colors and their properties. * [x] Color properties: decoration (default), solid, fire, water * [ ] Maybe: destructable, slippery, wire, semisolid. * [x] Place doodads and link them together * **Wallpaper Themes:** * [x] Notebook: standard blue ruled notebook paper. * [x] Blueprint: dark blueprint paper. * [x] Legal pad: yellow legal pad with blue and red lines. * [ ] Blank sheet: a texture of a blank white sheet of paper. * [x] Grid paper: a white page with grid pattern. * [x] Dotted paper: dots of various colors spaced and aligned like the grid paper. * [x] Pure white: just a solid white background with no texture. * [ ] Placemat: a wavy pattern meant to decorate all four sides of a Bordered map. * [x] [Custom Wallpaper](/guidebook/custom-levels/custom-wallpaper.html): users can bundle a custom wallpaper texture inside their level file (supported for the free version too!) * **Doodad Editor:** * [x] Fully create all artwork (multiple frames) using in-game tools * [x] Attach and manage a JavaScript source file on your doodad in-game * The game includes some "generic scripts" built-in that can generally apply to _any_ doodad, allowing players to create simple obstacles without needing to even touch any JavaScript: * [x] Generic Solid: the hitbox of your doodad acts solid. * [x] Generic Fire: the hitbox of your doodad acts like fire. * [x] Generic Anvil: your doodad behaves just like the [Anvil](/guidebook/doodads.html#anvil). * [x] Generic Collectible: your doodad can be picked up and sit in the player's inventory, quantity configurable in its tags. * [ ] Generic Warp Door: that will work with the game's built-in doors. * [ ] Generic Creature: a method to create a working character completely in-game that can be played as by linking it to the Start Flag. * **Custom Content:** * [x] A [Guidebook](/guidebook) that ships with the game and is available online provides thorough documentation about the game's features and how to create custom content. * [x] Custom doodads can be programmed in JavaScript and the game's built-in doodads are using the same API as everybody else. The API will expand as the engine gains new features. * [x] Custom wallpapers to use as your level background (full color photos, pixel art, whatever!) * The game ships with the `doodad` tool which provides advanced features for manipulating levels and doodads: * [x] Convert a PNG image into a .level file (full-color pixel art levels perfectly ok!) * [x] Convert a .level file back into a PNG image * [x] Create a .doodad file using PNG images to define their layers. * [x] Read and modify properties on levels and doodads * [x] Manage the attached JavaScript source for a doodad * **Full Version Extras:** * [x] Level editor: User can "publish" their level which produces a .level file which _attaches_ any custom doodads the level needs into the one file. * [x] Ability to play levels which embed their custom doodads. * [x] Ability to play level _packs_ whose levels embed their custom doodads. # Future Some ideas I have for where the game can go after "1.0": * Online services in-game for sharing levels and doodads with others. * For full versions of the game. * Players would be able to log on, browse levels and doodads uploaded by other players, and easily download and play them. * Multiplayer features: * Two-player level gameplay mode. (Possibly more than two players). * Multiplayer collaboration for the Level Editor? * Ability to play _and_ edit a level both in real time? * Mobile ports of the game (Android, Pinephone) * There is an example [Go SDL2 Android app](https://github.com/veandco/go-sdl2-examples/tree/master/examples/android) so getting an Android build may not be too difficult. * The game already "kinda works" on the Pine64 Pinephone running GNU/Linux. That device will be used to develop/test more touch-friendly user interfaces for the game ahead of any effort being put into Android. * Don't hold your breath for iOS support.