Parts of it feel like a game!
The right button is sticky for some reason, it’s written the same way as everything else so it’ll need some reading before finding what the bug is.
Somehow when I succeed killing a snake, part of its body stay and keep cycling.
Write proper wall detection
They’re a mess
When two boats collide and end the level (something not planned happens)
Study backand clean
Write proper wall detection (currently lodges at different depths in walls)
[COLOR=#A9A9A9]- Shoot through 1 wall wide but lodges in it if too far
- Shooting through one wall wide while playerdir == 2 works but sends no arrow
- Screw this, these bugs are kind of minor: FEATURE![/COLOR]
Write proper hit detection
Arrows do not all stay the given time
Cancel shots when too close to a wall
Make stickiness work properly (directions when on a npc)
Doesn’t damage rats?
Shows no image?
Custom pause menu:
Leave to the player the choice of leaving story mode in order to roam the Armonston city levels
This makes the town a good area to put more things to do
So there could be rewards here and there
Therefore, add a custom pause condition to npcs and player
Add link to boat game editor
Finish the invisible npcws:
Test if playerenters is triggered on login. – it’s not
They were made as a work around to control finer parts of graal, principally control spawning points when dying or connecting.
Login handler that asks where you want to go: latest “event” (story mode) or free play mode, where you play in the town, outside of story mode.
Make sure they are in each level
Prison scene and level:
It needs some tweaking, this is the starting point of the quest.
Make sewers more complex? Right now the burden I put on myself creating something that complex seems to have taken over the design of the dungeon altogether. It could effectively feel more like a game with some tweaks. The stairs down after getting the bow could have the bosskey lock…
Script the rats
Script the rat spawner
Populate outer levels
Populate inner levels
Polish levels (they’re a bit bland right now)
Create incentive for compusdead room
Create incentive to go north
Make “indoor” levels
Make level transition animation (for levers, transition levels)
- Develop an npcw
- Find a sound
- Make transition levels
- Find a chest image (tileset chest looks out of place)
- or place them otherwise ?
Script the dragon
Script the rotating fireballs thing
Script the ordinary blocks (Zelda 1 type secret push/pull blocks)
Script throwable bone
Manage death/spawning and tilesets
Finish coding the “falling in hole” event
Make prisonsewers1-3 more puzzle-ish
Figure out the elf (make him an npcw? control his speech… what about if player dies?)
- Develop a npcw for respawning at the right place upon player’s death
Finish coding the -antiswim npcw
Cemetary scene & level:
- Cloudish effect
- Tile it
- seteffect dark
Make gani movie[/COLOR]
Link to catacombs
It is rudimentary polish later
Catacombs were already fully complete!
Maybe make the beds turn faster… it’s kind of frustrating right now - no
Losing words: Took you too long, let’s reset.
Upon losing, there’s a bed that stays half turned.
There’s been a bug where a bed wouldn’t turn(???)
- Focus on frog when speaking
- Start the game when it’s done speaking
- Focus on cursor instead of middle
Make transition to frogger minigame
[COLOR=#A9A9A9]- Frog speech
- Fade out[/COLOR]
- Keep frog from being stuck in a chest
- Make transformation animation (into frog)
- Make portal opening animation
Freeze/hide player, fade in
Bubble with player head pointing to the frog
Clean collider spills - maybe
Make better sprites maybe
Debug them stupid colliders
Code and support logs, turtles and water lilies
Lives (& time?)
Frogger end game:
Fade back to guardhouse
Get sword animation
Soldiers barge in
Wizard summoning gani movie
This is a final fantasy battle that happens at the last level of the guardhouse (2nd “dungeon”). Just for the kicks.
Blank Slate, ladder at the end
Port Level, transition to boat game:
A dark port, you volunteer as a crewmember on some boat to get to the evil town that stole the holy pomegranate (central point of the quest).
[COLOR=#800000](Finish the editor option:
- Add save level options
- Add try level option
- Add highscores for any level)[/COLOR]
Beerchug contest (tetris):
Implement variable speed that’s controlled by tapping a button.
Player has to enter alleys that are completely dark.
Will have to steal a lantern at the port level.
The actual maze
A lighting script that would keep the maze challenging without lag and revealing as little as possible.
Last minigame (lode runner):
This had no work at all made beside what I now know of npcs crossing levels.
I also found a very good spritesheet… it should be fun to do but we can’t have it more than 2 levels wide (shouldn’t be a problem… spritesheet has very small graphics)