diff --git a/TODO b/TODO index a48d540..866b9ad 100644 --- a/TODO +++ b/TODO @@ -1,43 +1,81 @@ -Pixel art to do (by priority): - - More varied attacks: circular slash? dash attack? - - Environment damage - - Particles after monsters' deaths? Slime puddles, dark enemy outlines, ... - - Enemies planned (skeletons; more tifuciles; a final boss for Crypt GLOOM?) +Pixel art to do +=============== -Unused enemies: - water_slime - chemical_slime - crimson_bat - gunslinger/Reloading - gb_gunslinger - master_gunslinger - tifucile - washing_machine -Unused items: - chest -Unused skills: - launch - magic -Unused animations: - items/upgrade +- More varied attacks: + * Sharp shadow attack (see skill icon for inspiration) + * Circular slash? (We already have shock) + * AOE-style bomb/meteor/etc? +- Enemies: + * A new jumping attack for slimes for variety in Wrecked Lab (Arcuz) + * Or maybe a flying slime? + * Skeletons + * More tifuciles (including mamafucile) + * Crypt boss (Dracula / Skeleton archmagus / etc) +- Environment damage +- Particles after monsters' deaths? Slime puddles, dark enemy outlines, ... -* Have camera move (eg. in the direction of movement) +Programming to do +================= + +Core mechanics: +* Compute a score at the end of each level + - Only increases, so we can show its real-time value + - Based on: combo chains, simult-kills, one-shot kills, waves survived +* Have a deterministic mode for grinding +* Use for items in battle (potions mainly) +* Infinite mode for every level +* Map events, including removable tombstones in Crypt GLOOM +* Elaborate AIs that force the player to move and adapt, not just mash +* Tutorial +* Bindings for higher score: + - Faster waves + - No skills + - Reduced weapon damage + +Content: +* Additional skills + +Extra details +============= + +* Have camera move? (eg. in the direction of movement) * More explosions * Cool-looking shaders? * Leaves particles on monsters' death * Leaves environment damage after spells and explosions -* Thorned dash - -* Mini cutscenes? - * Bonemeal easter egg (grow plants wherever skeletons die) * Also the other easter egg -* More variety in the moveset: circular attack, dash attack -* Elaborate AIs that force the player to move and adapt, not just mash -* Buffed gunslingers with bullet hell vibes -* Arcade gameplay: add score and marks based on health lost, time spent, etc - - Make loot drops and spawn locations deterministic - - Large graphics for combos etc +Reference data +============== -* Tutorial?! +Level gimmicks: +1. [Mossy Dungeon]: No gimmick, this is the tutorial/baseline +2. [Wrecked lab]: All sorts of slimes +3. [X's Garden]: Tifuciles and the tifucile boss +4. [Mecha Airship]: Gunslinger-loaded bullet hell +5. [Crypt GLOOM]: Map clears when enemies resurrect + final boss + +Unused resources: +- Enemies: + * water_slime + * chemical_slime + * crimson_bat + * gb_gunslinger + * master_gunslinger + * tifucile + * washing_machine +- Items: + * chest +Skills: + * launch + * magic +Animations: + * items/upgrade + +Enemies for each level: +1. [Mossy Dungeon]: Introduce basic enemies +2. [Wrecked Lab]: All slimes + some bats +3. [X's Garden]: Tifuciles + Normal and chemical slimes +4. [Mecha Airship]: All gunslingers + Fire slimes +5. [Crypt GLOOM]: Skeletons + Bats + Water slimes