Planning
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## Todo
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- Sprites (Dome)
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- Design a tilemap for the game
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- Player (Dome)
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- Stats (see document)
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- As a layer in the tilemap
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- Implemented in the PlayerManager
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- Inventory
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- with one slot
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- can pick up items from tilemap (Pickup)
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- can drop items back onto tilemap (Pickup)
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- Navigation (Dome?)
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- Use tilemap layers to compute route
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- Support obstacles
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- Result must be an array of tile coordinates, length (array length) and the total cost (sum of weights)
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- Ground
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- Berry bush (filled, empty)
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- Tree (filled, empty)
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- Ship parts
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- camp (multiple textures)
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- Design a tilemap for the game (Dome, Colin, Luca)
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- Navigation v2 (Yan)
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- Support walkable attribute on interactive/non-interactive tilemap items (is_walkable)
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- fix pathfinding for unreachable cells
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- add search radius (max distance) before canceling
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- improve performance (or rather, check performance first)
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- Player: function to walk up to a tile, not onto the tile (trees, etc.)
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- Player v2 (Colin)
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- TBD
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- Check player pickup function and inventory system (if inventory already full, etc.)
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- Check player walking capability
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- Interactions with camp, etc.
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- Interactive and Non-Interactive Items (Luca)
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- Add all the items needed to build the game (bushes, trees, etc.)
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- Add logic regarding the objects, like picking up berries or taking branches, etc.
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- Camp, chest (inventory slots, array of items)
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- Implement Behaviours
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- Implement all kinds of Behaviours, see document
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- Visualization, make the simulation understandable
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- GraphEdit
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- Distances
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- Current navigation path
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- ...
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- etc.
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## Done
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@ -36,3 +44,15 @@
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- Reference Food Gatherer for implementation
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- Child of player, serves as controller
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- Script needs access to the scene, player and other objects/data
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- Navigation
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- Use tilemap layers to compute route
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- Support obstacles
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- Result must be an array of tile coordinates, length (array length) and the total cost (sum of weights)
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- Player
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- Stats (see document)
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- As a layer in the tilemap
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- Implemented in the PlayerManager
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- Inventory
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- with one slot
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- can pick up items from tilemap (Pickup)
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- can drop items back onto tilemap (Pickup)
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Binary file not shown.
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@ -1 +1 @@
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{"width":320,"layers":[{"cels":[{"image":"tilemaps\\tilemap_ground.png","frame":0}],"name":"ground"},{"cels":[{"image":"tilemaps\\tilemap_objects.png","frame":0}],"name":"objects"},{"cels":[{"image":"tilemaps\\tilemap_temperature.png","frame":0}],"name":"temperature"},{"cels":[{"image":"tilemaps\\tilemap_player.png","frame":0}],"name":"player"}],"frames":[{"duration":0.1}],"height":320,"filename":"tilemaps.aseprite"}
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{"filename":"tilemaps.aseprite","width":320,"frames":[{"duration":0.1}],"height":320,"layers":[{"name":"ground","cels":[{"image":"tilemaps\\tilemap_ground.png","frame":0}]},{"name":"objects","cels":[{"image":"tilemaps\\tilemap_objects.png","frame":0}]},{"name":"temperature","cels":[{"image":"tilemaps\\tilemap_temperature.png","frame":0}]},{"name":"player","cels":[{"image":"tilemaps\\tilemap_player.png","frame":0}]}]}
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@ -105,8 +105,7 @@ func tick_handle_temperature(cell_temperature: int):
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func tick_handle_food():
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if food <= 0:
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health -= food_damage;
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pass
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health -= food_damage
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func game_tick() -> void:
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