--- title: "Features" draft: false toc: true --- The following are the game's **current** features and its **planned** features before the game leaves "alpha" status. ![Screenshot of the level editor](/images/floor-is-lava.png) # _Sketchy Maze_ is a "Forever Project" I have a list of features I _really_ want for the "1.0" launch of the game, but I'll plan on continuing development for as long as I find it interesting and will release free updates to everybody who buys the game just once. I've always wanted to make a videogame, and always liked to learn about game design and everything, but never actually made anything worthwhile until _Sketchy Maze._ Over time, I realized that I don't actually want to build "a video game," what I wanted was a game _project_. Something I could just work on and add features to, more of a game "platform," something long-term like Minecraft. This page describes the initial set of features planned for the 1.0 and some ideas I have kicking around further down the road if all goes well. # 1.0 Features The expected feature list for the "1.0" version of the game, and how far along I am. ## Level & Doodad Editor The level editor should include basic drawing tools: * **Features:** * [x] Easily switch between Play Mode and Edit Mode to test your level. * [x] Draw your own pixels anywhere you want. * _Should_ be pixel-perfect collision detection, though Boy has a hitbox that could use some trimming. * [x] Editable Palette to add and modify colors. * **Drawing tools:** * [x] Freehand * [x] Line * [x] Rectangle * [x] Ellipse * [x] Eraser * [x] Undo/Redo * [ ] Zoom In/Out ([--experimental](/guidebook/experimental.html)) * **Level Sizes:** * [x] Bounded levels (0,0 to 2550,3300) * [ ] Custom width/height for Bounded (just needs UI work) * [x] No Negative Space: infinitely big levels which still have a top-left corner bounded at (0,0) * [x] Unbounded: infinitely large levels with no corners. * [ ] Bordered: a bounded level where the top and left decorations wrap around on the bottom and right sides too. * **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. * [ ] Grid paper: a white page with grid pattern. * [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. * [ ] Custom Wallpaper: users will be able to bundle a custom wallpaper texture inside their level file. * **Doodad Editor:** ## Doodads Editor ## Single Player Campaign The game is expected to come with a series of proper levels built-in which are played in sequence and has some kind of interconnected story or something. Currently you get some tutorial levels. * **Single Player Campaign:** * [ ] * **Polish:** * The platforming physics will be better. Currently the character gets stick walking up sloped surfaces, _especially_ moving Left (but not as much moving Right). * [ ] Checkbox? # Current Doodads The current list of doodads built-in with the game can be found in the [guidebook](/guidebook/doodads.html). For the exhaustive list so far, we have: * **Bird:** a red bird that flies back and forth and can be ridden on. * **Button:** sends a power on/off signal to a linked doodad. * **Colored Doors & Keys:** four pairs of locks and matching keys. * **Crumbly Floor:** a break-away floor. * **Electric Door:** a closed door that only opens when it's powered. * **Red Azulian:** test mob. * **Small Key Doors:** locked doors and keys that are consumed each time a door is unlocked. * **Start & End Flags:** set the player spawn point and level goal. * **State Blocks:** blue and orange blocks that toggle from solid to passable. * **State Button:** on/off switch that globally toggles state blocks. * **Switches:** toggle electric doors open or closed or provide power on/off to other doodads. * **Trapdoors:** one-way passages (all four directions). * **Warp Doors:** for fast travel around the map between any two linked Warp Doors. * **Warp Doors (Blue & Orange):** boolean state versions of Warp Doors, which may only be entered while the door is active. Some hidden doodads that you can activate with cheat codes, but which don't **do** very much because they were for the player character: * **Boy:** the player character in a blue hoodie. * **Blue Azulian:** the original placeholder character, a blue version of the Red Azulian. (For that cheat code, try entering "boolProp showAllDoodads true" into the developer console **before** opening the Level Editor, and they will be available in the Doodads palette with the others).