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cyberblood's Issues

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

Proper room transition

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

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:

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.

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;

Dash

  • normal dash
  • air dash
  • dash attack

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

INSPO RESEARCH

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

Environmental hazards

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

Documenting

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

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

Demo layout setup

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

Companion

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

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

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

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

Room transition

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

Logger

Logger addon for Godot 4.x. Should support:

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

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.

Level errors

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

Save System

  • save points working
  • enemy respawn system tied to saving

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