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@ -1,55 +1,100 @@ |
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# TODO |
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TODO of TODOs: move these into issues |
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## ~~Boilerplate ~~ |
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* ~~Project setup ~~ |
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* ~~Input engine ~~ |
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## Player |
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* Jumping |
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* Climbing and ladders/ropes |
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* Metasprite animations (walking, jumping, climbing) |
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* Inventory |
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* Combat statistics |
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* Basic attack by pressing A |
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## Maps |
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* ~~Player-background collision ~~ |
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* ~~32x32 maps ~~ |
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* ~~Map scrolling through SCX/SCY ~~ |
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* 127x127 maps |
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* Update background collision to be aware of map changes |
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* Portals between maps |
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* Write editor for collision maps |
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* Update map generation script to use new collision map format |
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* New collision map flag |
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* Load new map on collision |
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* Ladders/ropes |
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* New collision map flag |
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* Play climbing animation when player collides |
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* Allow movement up/down without gravity |
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## Items |
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* Item entity type |
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* Render item on map |
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* Create data structure for storing items on the map |
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* Copy item OAM data to shadow OAM on each frame |
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* Make items float up and down a little bit |
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## Player |
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* ~~Movement ~~ |
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* ~~Jump physics ~~ |
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* Velocity should not exceed 7px per frame |
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* Animations |
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* Keep track of animation state |
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* Update metasprite tile indexes on new frame |
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* Add jumping animation |
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* Add walking animation |
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* Create inventory data structure |
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* Add inventory item |
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* Remove inventory item |
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* Check for having at least N of an item |
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* Player item pickup to inventory |
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* Player pickup (press B? collide?) |
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* Remove item from map |
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* When pickup button pressed and player colliding with item, pick up item |
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* Combat statistics type |
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* Basic attack by pressing A |
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* Display attack animation |
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* Implement battle formula |
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* Connect to button press |
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## Menu |
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* Menu UI |
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* Render start menu |
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* Select menu item |
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* Switch between menu and game states |
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* Render statistics screen |
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* Render equipment screen |
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* Player inventory |
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* Render inventory screen |
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* Allow selecting an inventory item |
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* Equip/use/drop item |
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## Monsters |
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* Monster entity type |
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* Render monster |
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* Metasprite |
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* Take damage if attacked |
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* Death |
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* Attacks (animations + closed curve movement + speed) |
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* Create data structure for storing monsters on the map |
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* Generalize player metasprite code |
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* Update player attack routine to check for monster collision |
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* Death |
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* Play death animation |
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* Drop items from drop table |
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* Remove monster from map |
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* Player experience / level up routines |
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* Allow point distribution in stats menu |
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* Attacks |
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* Play attack animation |
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* Check for player collision and damage player |
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* Translate monster position along a closed curve |
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* Randomly pace to the left/right |
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## NPC |
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* NPC entity type |
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* Read NPC description from file |
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* Render NPC |
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* Create data structure for NPCs on map |
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* Use metasprite code for NPCs |
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* Scrolling text display engine |
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* Render NPC dialogue |
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* Dialogue prompt |
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* Prompts should present themselves as a modal containing a set of buttons |
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corresponding to a provided set of replies |
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* Render modal with yes/no answer buttons |
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* Cursor to select button |
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* Clicking button updates NPC state with response |
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* Run NPC dialogue handler when answer given |
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## Quests |
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* Extend dialogue to display item requests |
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* Keep track of completed quests |
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* Display icon above NPC when a quest is available |
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## Maps |
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* 32x32 maps |
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* Implement map scrolling through SCX/SCY |
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* Update collision routine to fetch new index |
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* NxM maps (where N, M > 32) |
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* Long way off, may not make it |
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* Portals between maps |
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* New collision map flag |
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* Transition between maps on collision |
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## General |
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* Generalize metasprites to work across monsters, players, NPCs |
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## Nice to have |
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* Metasprites of different sizes? (Could enable boss monsters) |
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* Battle formula |
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* Animated damage number for attacks |
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* Player name select |