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License: MIT License
This project forked from brugernavntaken/oose2015
License: MIT License
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
When levelling up the player can boost health, speed and so on
on Hold till after OOSE
maybe a settings file to keep track of it all?
armor, weapons, player speed, enemy speed, enemy mass
Attacks all enemies within attackRadius
Time Est. 1 hour
Difficulty: low
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.
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
Implement menu that shows how many are connected and implement so that the players can say ready (see ShopKeeper)
When player is within AttackRadius attack
Time Est. 1 hour
Difficulty: low
maybe hammerwatch style player UI .. seems the simplest and fastest to implement?
Multiple floors connected by exits
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
player melee attack in an angle..
palyer ranged attack influence speed
implement bow drawback
projectiles sometimes move too fast and fly through walls and enemies
Draw everything relative to a camera position
should eventually follow all players
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
OY VEI
Make a class called CollisionUtility
Make a static collision detection function.
Make EntityHandler go through all objects and check collision.
enemies should be aggroed and attack even though they are out of engage radius
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
controllable player (1 player keyboard controls)
Time Est. 2 hour
Difficulty: med
better categorization
Enabling user to change all controls, deadzones, recalibrate and so on
Some way to exit the current level and enter a new one ...
Time Est. 30 min
Difficulty: low
Give player a ranged attack function
Create a projectile.
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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