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TODO
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TODO
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BUGS:
- Crashes surf sometimes
CHORES
- invert walkable -> solid, modify visibility to use this
Features:
Potential features
- Better AI (Scatter mode? Depends on gameplay decisions...)
- Splinter cell conviction type AI, attacks last seen position, player leaves a ghost, clear enemy LoS
- Pushing of stunned enemies?
- Status window for colour text
- Mouse controls
- Use a fancy scheduler so we can actually draw intermediate laser steps?
v2
v1
o SPAAAAAACE!
o Diagonal movement
o Enemies
o Some sort of common codebase, too. Like move()
o Shooting! Lasers! ZAP ZAP!
o Change the sprite of stunned enemies to be a countdown
o Lasers destroy walls
o Basic field of view
o Sound
oTransition sound
o Suit Parts
o Collecting all suit parts wins game
o Suit parts are at spawned randomly
- Architecture needs rethinking. Too many abstraction boundaries between classes and their parents.
Thoughts on entities in the game:
The current core of an entity is which mode it is in
Modes decide behaviour, how it draws, how it affects others
Modes, imo, should be how we communicate between the behaviour and presentation layers
The drawing layer decides how to present the current state of any object
The logic layer decides how an object behaves given its state
Extract text, presentation in to resources