roaet / gauntcraft Goto Github PK
View Code? Open in Web Editor NEWA gauntlet styled minecraft game. By gauntlet it should be top-down but the art style may change. Either way, it is another top-down minecraft.
A gauntlet styled minecraft game. By gauntlet it should be top-down but the art style may change. Either way, it is another top-down minecraft.
Shared library is goot.
Players can create candles using reagents that provide area effects while the burn.
Something is either wrong with reading the file or there is something wrong with the timing. Must figure out.
probably going to use cmake.
A basic orthographic projection that is essentially top-down but gives the illusion of 3d. This graphics style lends itself to a dynamically built world more-so than Zelda and is more attractive than gauntlet.
Animations just need to be walk animations.
The infinite scrolling tile map need only display a few tiles to show that the scrolling is occurring. Also it must allow a player to continue movement in one direction forever without consuming all of memory. It is not necessary to save map tile data.
The memory management is on the todo list, but this needs to be fixed.
It appears to go slow then fast and switch between those two every 10 seconds or so. It may be an integer resolution thing. Also cannot have speeds below 175 without issue. We need a new method of performing velocity.
Make a sound.
Players can create potions with reagents for self effects or throwing effects.
First: sprites need to get out of the ini format and move to json.
Need to create a tool that can produce the json required for sprites and entities. This tool should be as easy to use as possible. Graphically loading the sprite and having standard grid overlays would make it much easier.
The way movement keys work right now is as such:
If a player is holding LEFT/RIGHT and THEN they hold UP (both keys down), the UP direction receives priority and the player is now going UP. It is the same with LEFT/RIGHT and DOWN.
If opposites are held that directional is (should be) cancelled.
What should happen is:
The first key pressed is always lower priority to the second.
Opposite key presses should act the same way.
Only appears to happen when close to origin. Something with float to int truncation is doing this.
Reagents are plants found in the wild. They can be harvested to be used as crafting materials, and the players may attempt to get seeds from the plant. Seeds from rarer reagents are much harder to get.
Currently the project is a Microsoft Visual Studio Express solution. It should be expanded to OS X (maybe xcode). Alternatively it could be dropped to generically built with gcc. Consider using CMake instead of make.
This probably needs to be done early.
Primarily need to detect mouse-over on tiles and clicks.
Performance hits and lighting requirements dictate switch to OpenGL.
Camera scrolling will make everything better. Level scroller is okay but it will need to be modified greatly.
pita.
Needs to be done early.
Create a sprite file format that can store frame information. It should probably be a sprite sheet of sorts and the format should declare which frames belong to which animation. Timing of animation might need to be included.
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