Skip to content

Instantly share code, notes, and snippets.

@richtaur
Created December 11, 2013 00:36
Show Gist options
  • Save richtaur/7903115 to your computer and use it in GitHub Desktop.
Save richtaur/7903115 to your computer and use it in GitHub Desktop.
A Wizard's Issues
Ongoing:
Build weekly alphas
Send out new Alpha Backer Humble keys
Send out weekly alpha email
Macro:
Implement character selection room
Unlock wizard when beating Death Himself
Implement tiered blueprint shops
Decouple hostages from character unlocks
Reorganize monster hall
Must:
After spawning as loot from iceCube, engineer is not interactable
Implement Crypt Boss (Death Himself)
Talk out designing all monsters are role=monster
Take another pass at general boss polish
Implement Sewer Boss (Seahag)
Stop townsfolk when interaction takes place
Make townspeople face player when speaking
Skeletons lock up in corners
Monsters with flocking can teleport each other through walls
Investigate flocking/moonwalking bugs with various entities
Forest exit can appear next to a door
Townspeople go from infinite health to 1 health when switching rooms
Pausing trumps model start/stop from program
Visualize pit edges
Fix blocks
Art for blueprintShopkeeper
Art for fireStaff, fireball
Art for sewer/crypt shortcuts
Art for demonKey, demonGate
Art for werecat
Make a brown palette swap of werewolf
Polish dying
Polish reviving
Art for lizard sleeping area
Art and polish for demon
Art for zombieWarlord
Art for proper app icon
Polish credits and ending
Make iceCube weak against fire only
Art and polish for Sea Hag
Art and polish for Death Himself
Add Grand Hall statues for progression
Should:
Let the player see that they've "collected" the sword first thing when entering museum
Make monsters show their random facing by default
Add option to quit game from title
Make fireElemental explode on death -- thanks David
Attach lights to lava
Forest boss = giant sandworm?
envCollide -- puff polish shows up on wrong side of screen
Sewer central slime pool is too aggressive
Enable players to see errors in node-webkit app
Explain persistence better
When player entity goes through an exit, make dashing face that direction
Make sportsBall an unlockable
Starting character with feather doesn't make them float
Audit axe
ragaDark doesn't always clear when resurrecting
Reset entities' durations for some things
Shooting projectiles when up against a wall stops them too aggressively
Axes bounce off walls oddly
muckMonsters can land in slime
Running between rooms makes the polish puffs stop emitting
spikeBall chain is hidden when spikeBall is offscreen
Had boomSpear, dropped sword
Don't spawn sapper near doors
Add padding to equalSign layout
Full barrel walls sewer layout tweak
bonePile drops skeletons on death
Give goblins chase2 behavior
Make food only restore health if player (not playerDark)
Supplemental werewolf behavior for dark plane
Add dark/light puzzle(s) to sewer
Use avatar/visualizer size for entity z sorting
When player dies, log sez [Collection.remove] Tried to remove invalid item: N
Add envType to roomExit
Be consistent with what can/cannot collide with blocks
Shop items sometimes retain their price displays after shopkeeper attacked
Reduce collision size of doors
Spawn pattern configuration
Allow spawn patterns to offset on perpendicular axis
Implement boomber and add to sewer
Make chasers not throw at target if within retreatRadius
Allow for paths that don't allow backtracking
Monsters can attack/phase/etc. while stunned/frozen
Differ lurker2
Make enemy weapons collide with barrels and such?
Quest bang looks weird in shadows
Increase backer grave visibility
Nerf ice and/or message better?
Store quest dialog in localStorage
Generate ivoryPlate
Visual defect in townsperson sprite
Unlockable lichLord character
cryptTorch iteration
Create gear that is stronger when you're alive/dead
Polish menu selection
Ensure frozen state graphic is above entity
ShopKeeper always faces down when attacking
Redesign ProgressScene
Add celebratory pose at certain moments
Play boss music when shopkeeper aggro'd
Avatars can disappear temporarily when there is grace/freezing overlap
Player sometimes runs in place while stunned
Attack animation plays while player is frozen
ShopKeeper purchase polish
Show SOLD OUT sign after an item is purchased
Use different logic for abacus numbers
Guessing game stations
Art for better cauldron
Art for size-appropriate markers
Art for skullTorch attack frame
Art for new royalDagger
Art for new (unique) green slime
Art for destroyed lab objects
Make ragaGhost more skeletony
AWL promo art tweaks
Art for updated title screen
Should Later:
Pause game on blur/unfocus
Revisit warning/attack initPhase approach
Shovel-is-crappy challenge(s)
Collision disparity between walking/throwing
Additional arrowTrap polish
Generate signs for special room entrances
Support poison config
Implement online leaderboard
Implement Daily Challenge feature
Desync shop merchandise in the same dungeon
Lots of gold drops slow down the game
Make wallTraps prefer spots with more reach
Implement Arena
Implement achievements
Implement skeleton hands
Implement gradual aiming with a higher firing threshold
Linux packaging/distribution
Add metrics
Improve asset pre-loading
Implement bloodMonster
List of sounds to create
Make "round robin" sounds
Use slimeBarrel
Redo demonSpear
Rethink deathScythe, lifeKnife
Implement bomber
Use large chest graphics
Add enter support to menus
Use blindRoom
Take a pass at game design variables
Make gold more fun to collect
Polish light monster -> dark monster soul
End game reward scene
CUR on all the environments
Audit entity sizes
Polish collecting a new item
Polish killing a new monster
Cull images
Could:
Keys & Locked Doors
Make Ogre calm down after a while?
Implement Den of Thieves
Disallow the same roomLayout in sequence?
Implement deathKnight
Design giant slime behavior
Investigate light wall masking
Implement ogreMage
Arrange roomExits randomly on walls?
Implement medusa heads
Investigate banded light sources
Implement spider boss/encounter
Implement magical damage shields
Make monsters try to get around obstacles
Investigate totems
Experiment with knockback
Add magic items
Add environment layers/particles for atmosphere
Combine Entity/Pawn
Prototype animated deaths
Refactor particle emitters to be more portable
Implement sound effects/music volume settings
Items that give you money off of shop items
Fade out light for removed entities
New lava weapon direction
Reset to a walking animation a bit after an attack
Make AWL Asana project publicly viewable?
Healing totem heals monsters
Art for town fluff
Polish owl events
Art/design for Lunch Bug
Add goblinHunter to forest
Add sandworms to forest
Make forest torches glowy plant dealies
New art for bomb
Art for sewage animation
Art for gothic cemetery fences
Enable randomly selected hostage visuals
Scale damage polish based on damage amount
Visualize axe power increase
In fall tween, move entity down path based on heading
Add extra grave debris
Add a (better) Konami code
Make owls collide off of and set each other off (like a billiards table)
Global art for pain frame
Global art for death frame
Add bomb derivative weapons
Bring back rotation polish in RotD
Rethink lava gear
Add giantPlant to forest
Fix hinting in "I" layout
Play negate sound when dash requested but no wolfsBlood
Hide gold cartridges in the town, have enjoeneer give a discount based on how many you've found
Confirm shop purchases
Unlockable discounts on store items
Implement customizable controls
Quest icons are barely visible when character is at top of room
If you have all ranger gear, you're immune to arrowTraps
Find little lizard eggs out in the dungeon
Implement a monster that steals gear/gold
Cursed items -- they give you worse stats!
Implement blood monster
Owl boss in forest
Implement camera pan lag
Make explosion ignore grace?
If spikeTrap can't hurt you, don't trigger its attack?
Add zombie behavior -- they dig back into the ground
Torches don't have fire until after the room has scrolled all the way in
Getting hit while in the pentacle causes a weird rendering issue
Quests based on well water
Consolidate behavior script conventions
Cache ProgressBar render
Factor blocks/solids into entity search algorithms
Implement lavaBlade/djinn encounter
Make slimes bounce around when hit
Make cockatrice fly away from player on damage
Redo collisions so not all hazards deal damage regardless of attacking state
Make shopKeepers solid until provoked
Implement stoning
Forest dungeon ideas
Select the lizard you want!
Use a different visualizer for tutorial/floor text
Implement multiple save states
Aim-ahead behavior for monster projectiles
Add analog controls for mobile
Make tutorial text contextually dynamic
Abstract out component event listeners from Entity view
Abstract out health component visualizers into entityComponents
Abstract out collectible/consumer visualizers into entityComponents
The Pile
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment