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supalidlgame's Introduction

SupaLidlGame

Forsen-related game

Building

Important

This is currently being developed with Godot 4.3 beta 1, which > includes a fix for C# generics causing problems and resetting properties to > null.

Requires .NET version >=7.0.

Notes

The tilde key (~) can open the developer console. This allows access to singletons --- an instance of Utils.World can be accessed through World, and the player character can be accessed through World.CurrentPlayer.

The default starting scene is res://Scenes/ArenaExterior.tscn, and running a non-map scene may spill out errors from SupaLidlGame.Utils.World. Eventually this will be fixed to allow main menu scenes.

Attributions

The FontStruction "calamity," (https://fontstruct.com/fontstructions/show/2158964) by "Doph" is licensed under a Creative Commons Attribution license (http://creativecommons.org/licenses/by/3.0/).

supalidlgame's People

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supalidlgame's Issues

Roll invincibility frames

Roll should negate damage taken if:

  • For dodgeable projectiles, the roll direction is perpendicular to the projectile direction: cos(120 deg) < u dot v < cos(60 deg)
  • For melee, the roll direction is away from the enemy: u dot v > cos(30 deg)

where u is the player direction, and v is the knockback direction

This should make the dash ability less overpowered once it is introduced.

Stun sound

There is a sound for successful parry/block but there should also be a stun sound when character takes too much damage.

Stagger mechanic

  • All characters should have a maximum amount of damage they can take within a certain amount of time before they are staggered and stunned
  • Damage threshold is determined by max health
  • Characters should have a stat that determines the time before the current damage is reset (default 1 second)
  • Total time staggered is based on character mass
  • This effect can not stack

Similar mechanic can be found in Valheim.

OpenGL-compatible parry particles

Trails are only supported in Forward+ (Vulkan) rendering, so there should be an OpenGL-compatible particle material with similar visual effects.

Image

Items as resources

Items should be stored in the inventory as resources and instantiated as a scene whenever it is in a Character's Hand (similarly to a hotbar). This allows for inventories to be used as shops.

GL-compatible godrays

The godrays render differently between the Forward+ (Vulkan) renderer and the Compatibility (OpenGL) renderer. The godrays shader should be rewritten to be compatible with both of them.

my ears hurt

please replace the railgun sound with one that doesn't rupture my eardrums

Screen shake stacking

This might be a feature but the screen shake continually increases in magnitude with each received hit. The camera shakes a bit wildly like a magnitude 9 earthquake after a while.

Steps for reproduction:

  1. Get hit by two enemies at once.
  2. Enemies cause the screen to shake faster than it can reset.
  3. Screen shake will continue to increase.

Rehaul thinkers

Most NPCs should only pursue on LOS, or travel to last seen position if no LOS if enabled. If checking last position is not enabled or the NPC has already checked the last position, travel back to its idle location.

Level system

Not an actual permanent level system

  • Hitting enemies grants XP depending on weapon
  • When player has enough XP, they level up
  • Special abilities such as healing and secondary attacks should cost 1 level
  • XP decays if player has not hit an enemy, which encourages parrying and not missing ranged weapons
  • Max level (soon)

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