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arena's Issues

Testing level

level that spawns waves of enemies. dungeon exit appear once in a while to allow for shopkeeper
useful for testing basic combat, leveling system, level up system, shopkeeper

can also help doing some early balancing

Level up Attributes

When levelling up the player can boost health, speed and so on

on Hold till after OOSE

Balancing

maybe a settings file to keep track of it all?

armor, weapons, player speed, enemy speed, enemy mass

Player Attack

Attacks all enemies within attackRadius

Time Est. 1 hour
Difficulty: low

Player ability to gain level

Give enemies an experience variable that the player can gain when he kills them

add a function for player class that adds experience and calculates level of player.

ShopKeeper!

After dungeon exit the shopkeeper(/menu) will appear with possible weapons and armor to buy

STILL MISSING:
armor and weapons to buy and modify players when buying
all players must be near exit when entering

Main Menu screen

Implement menu that shows how many are connected and implement so that the players can say ready (see ShopKeeper)

Enemy Attack

When player is within AttackRadius attack

Time Est. 1 hour
Difficulty: low

Player UI

maybe hammerwatch style player UI .. seems the simplest and fastest to implement?

Enemy Movement

Super Basic AI
Check for the player within detectionRadius
When the player is detected chase until outside of disengageRadius

Time Est. 1 hour
Difficulty: low

updated player attack

player melee attack in an angle..
palyer ranged attack influence speed
implement bow drawback

Camera System

Draw everything relative to a camera position

should eventually follow all players

EntityHandler

Handles All the Entites
has an array with every entity in the game

calls update on all of them
calls render on all of them

Time Est. 1 hour
Difficulty: med

Collision Detection

Make a class called CollisionUtility

Make a static collision detection function.

Make EntityHandler go through all objects and check collision.

Enemy aggro

enemies should be aggroed and attack even though they are out of engage radius

mass-based collision push

when objects collide and are not immovable/solid then each object should be pushed based on mass

heavy player does not get pushed when light enemy runs into ie. enemy gets pushed back
light player gets pushed when enemy runs into

Player Movement

controllable player (1 player keyboard controls)

Time Est. 2 hour
Difficulty: med

Option screen

Enabling user to change all controls, deadzones, recalibrate and so on

Dungeon Exit

Some way to exit the current level and enter a new one ...

Time Est. 30 min
Difficulty: low

wrong calculation of delta time

when having a low framerate everything moves a lot faster, projectiles fly crazy fast.. it is probably wrong calculation of delta or uncorrect usage of delta time

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