Comments (5)
UPDATE: These are worries for #8
There's a whole buffs system with "Booster Foods" which (again) leaves me with two options:
- wait until I build the shop
- hack something together (and test it again later when the shop is ready)
I could at least manually test out the Powerbox/Buffs components out:
- "booster foods" in the player's power-box augments the proper stat
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Gonna ignore all the stuff related to block breaking for now.
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Might get rid of the power bubble for now.
Collection of coins can be tracked in the level until I move it into an autoload. The level has to keep track of that sort of thing anyway.
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Might get rid of bubbles altogether for now... we'll use random to pick fruits at the start. and maybe random areas to spawn.
Maybe.
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Skipping bubble collectibles for now. Candy bar (now referred to as Juice in the code) does "fill" (is capped at 100 by charging methods - I'll probably turn it into a variable later.)
We're going to hold off on "super" mode, for now. Add it in as a separate feature.
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Related Issues (20)
- Flesh out the Enemies HOT 3
- Improve Platforming Mechanics HOT 3
- 👑 Create a full level! HOT 1
- alternate controls HOT 4
- "Advanced" Enemy behaviors HOT 1
- test out exports w/ self-contained mode
- release a build?
- Skins! HOT 1
- Wall Jumping
- Update assets zip file HOT 7
- Bonus Sonic Advance Sprite Sheets HOT 1
- Cannon coords seem off? HOT 2
- Gravity Shield HOT 1
- Double Jump animation isn't working anymore
- `move_and_slide` collisions ☠ HOT 1
- Coin Tool HOT 3
- Enable "Sugar Rush Mode" HOT 1
- Collectible Jingles don't play HOT 1
- Vault/Wiki Notes Cleanup & Research HOT 3
- Create PDF from MD notes HOT 1
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