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gridrl's Issues

Create Actor Inheritance

  • Create basic Actor class (anything that exists on the world)
  • x,y, image, name, isCollidable, isVisible, and description.
  • Refactor Creature (Actors that can move)
  • Reconsider overrides for onDeath/onCreate
  • Implement base Item class (virtual onUse method)

Enhance worldgen

  • Generate rooms in a more logical way
  • Fill the rest of the area with maze
  • Connect rooms and maze/rooms (separate floor/maze tiles might help here)
  • Selectively remove some dead-ends

Game isn't finished

Why can't I play

Hey Jackson did you know I can edit your comment as the repo owner?

No I didn't, thanks for telling me

Create abilities

Define an Ability class to handle special actions undertaken by creatures

  • Abilities should contain a name and description
  • At least a virtual OnUse() or similar function
  • Be able to call abilities from a menu of some kind for testing

Menu stuff

It's time to start thinking about how we're gonna lay out this menu on the sides of the screen. I think it should have the following elements:

  • Player's basic info (name, class if we have that, HP, stats, status effects if we have those)
  • World info (turn #, level #, environment if we do different ones, lighting levels
  • Buttons to open/interact with the inventory
  • Interaction with the ability grid once it's created
  • Maybe help button and main menu button
  • Message box. Gotta figure out how we're gonna render text on it though.

Create creatures

Add a Creature class that will handle the basic properties of non-tile animate objects.

  • Creatures should have stats (HP, str, etc.)
  • Creatures should have a name and description
  • Creatures need to be able to be created and killed
  • Virtual function definitions for those listed above
  • Add support for Abilities
  • Plan for support for abilities by all creatures
  • Creature should not handle AI. Save that for specific extensions

Content Creation

Starting to get the point where we can create content. Oh boi

Hover Descriptions

Possibly implement and onMouseHover method for any given Actor like so:

protected override void onMouseHover {
    //Show text box above actor with this.Name + this.Description
}

Thoughts?

I want to kill myself

Also: when you hit escape to generate a new room, it doesn't render until you press a button.

Create Items

Create an Item class to handle non-tile inanimate objects.

  • Items should be able to be picked up and dropped onto tiles
  • Items should have a basic name and description
  • Items should contain properties representing their stat modifications or other passive effects
  • At least a virtual definition of an Activate() function

Also need to decide if the standard BUC paradigm of items will be used.

X/Y Refactoring

Need to refactor classes to deal with (Y,X) coordinate system.

  • Actor.cs
  • Creature.cs
  • Tile.cs
  • ImageSprite.cs
  • Sprite.cs

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