Created
December 11, 2013 00:36
-
-
Save richtaur/7903115 to your computer and use it in GitHub Desktop.
A Wizard's Issues
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
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