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cyberblood's Introduction

About

Hi, my name is AlexValder and my main interests are games, game development and anime (and manga), and especially when all of this is combinated with at least a little of horror. My (natural) languages are English, Russian and Ukrainian. Currently also learning Polish.

I'm usually using Godot, though I want to use other game engines in future as well (this includes Unity and Unreal Engine). My skills are highest in C#, but I also write in Kotlin, Python and C/C++.

cyberblood's People

Contributors

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Watchers

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cyberblood's Issues

Bosses [Outskirts]

Create and setup bossfights in Outskirts/demo. This includes:

  • Arachne 1
  • Arachne 2
  • Arachne 3
  • Rooteater

Boss should not respawn, unlike normal enemies, they should trigger events on their defeat. Intro is, in general, is out of the scope for now.

Enemy Manager

Remove predefined enemies from the level and delegate enemies spawning to the Enemy Manager.

  • spawns enemies of correct type in correct places
  • keeps the stronger ones (skeletons) killed until save
  • respawns weaker enemies (bats) after leaving the room
  • exposes function to spawn a custom enemy in custom place

Money

  • player has field that can store money;
  • money can drop from enemies;
  • HUD contains money number;
  • money comes in 1, 5, 10, 25, 50 and 100 tiers;
  • money is being spawned from generic amount: if 6 is needed to be spawn, 1x1 and 1x5 will be spawned;

Progression points

  • droppable bell at 005
  • breakable floor at 003
  • door in 005
  • shortcut should be opened before usage at 003
  • shortcut should be opened before usage at 005
  • shortcut should be opened before usage at 011
  • key1 required at 006
  • key1 pickable at 012
  • key2 required at 007
  • key2 pickable at 010

Companion

  • #90
  • follows the player
  • attacks when player attacks
  • can "cover" ???
  • projectiles

Documenting

  • document all classes
  • document all functions
  • document all fields
  • document project structure
  • document workflows

Keys

  • Keys with unique IDs
  • Stored in the inventory
  • Removed/reused from the inventory to open something
  • "Key required" is shown when no needed key is in the inventory

Skeleton as a first enemy

Create skeleton as a first enemy, who:

  • passable through, but deals contact damage
  • tracks and follows player
  • patrols when doesn't see player
  • attacks and deals damage
  • gets damaged and dies

Dev Console 1.0

Для чего?
Нам нужен инструмент, который позволит изменять состояние игры во время ее работы: спавнить врагов, менять статы, менять текущий прогресс и т.д. Для начала, нам надо создать консоль с базовым функционалом.

Что нужно?

Окошко консоли, которая поддерживает ввод, просмотр вывода команд. Есть строка ввода (LineEdit?), прокручиваемый список команд (VBoxContainer, ScrollContainer, Label). Есть ограничение на количество лейблов\строк вывода - пусть будет 1000 (для дебага можно выставить меньше). При попытке добавить 1001-ую строку, удаляется самая старая.

Функции для изначальной консоли:

  • print <text> - выводит текст новой строкой
  • clear - удаляет весь вывод консоли

Пока открыта консоль, игра стоит на паузе, но сама пауза не распространяется на консоль.

Как выглядит?

image

Links:

Environmental hazards

  • static environmental hazards
  • moving environmental hazards
  • enemies get damaged by them as well

End Demo Screen

Screen to display after demo is complete. Should include:

  • Placeholder for links to socials
  • Option to quit
  • Option to return to the game

Clean up GameManager

We will need to clean up and redefine functions in GameManager.gd, since it becomes too bloated. Some functions might need to be moved to other scripts.

Proper room transition

  • Animation
  • No need to shift tilemap to avoid overlap
  • Loading screen if room is loading for too long

Save System

  • save points working
  • enemy respawn system tied to saving

Logger

Logger addon for Godot 4.x. Should support:

  • Severity filtering
  • Template?
  • Logging to console/file
  • Extensibility

Refactor state machine

Either use pre-existing state machine from AssetLibrary, just rewrite this one and/or, optionally, use Behavior tree: for player and enemies

Dash

  • normal dash
  • air dash
  • dash attack

Level errors

013 - water not in foreground, 003 - hole in the wall, 011 - holes in roots

Room transition

  • be able to enter/leave rooms
  • enemies partially respawn upon entering the room

Demo layout setup

Setup generic, draft version of demo map. Not all supposed functionality is supported yet, but it's needed for form/etc.

INSPO RESEARCH

  • Blasphemous/Blasphemous 2 - combat/movement
  • Dead Cells - combat/visuals/movement
  • Guacamelee! 2 - visuals
  • Hollow Knight - level design

Texturing of the levels

Cut and texture levels and backgrounds, configure parallax and lighting.

  • Texturing of outskirts_000
  • Texturing of outskirts_001
  • Texturing of outskirts_002
  • Texturing of outskirts_003
  • Texturing of outskirts_004
  • Texturing of outskirts_005
  • Texturing of outskirts_006
  • Texturing of outskirts_007
  • Texturing of outskirts_008
  • Texturing of outskirts_009
  • Texturing of outskirts_010
  • Texturing of outskirts_011
  • Texturing of outskirts_012

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