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galactichero's Issues

Door

Implement the door that only opens when all enemies are gone

Boss Reset

The boss is not reset properly after zone out and back in. This is noticeable under two scenarios:

  1. The player dies

When the player re-enters the boss room, any "limbs" destroyed by the player will remain destroyed, and any enemies spawned by the boss remain spawned. Limbs should re-enable, spawns should die.

  1. The boss dies

In this situation the boss has no core to kill but it still spawns, so it's an unkillable death trap. Just make the boss not respawn and all that will be taken care of.

Crusher AI

Upon a collision, the crusher AI should check if changing direction to follow the player again would clip through, and if it would, just bounce off.

Alternatively, we could always have it bounce off and instead track the player periodically, say every two seconds.

Enemies Invincible

Something went wrong with the IsDying handling, enemies that "die" and then respawn are now invincible. Interesting challenge I guess but not intended.

Background Music

Add level and boss background music. Start with Hero Core's and write your own if there's time and willpower left.

Enemies Wander Offscreen

Enemies should remain within the boundaries of the room. They could bounce off the room border via a dummy object, have to stay within a certain distance of the center, or something like that.

Design Level

Design our demo level. Should be mostly linear with more fighting and less puzzling, considering I promised Space Invaders

Level Editor

Possibly extend the current unity functionality to support a project specific level editor

Hero Wall Collision

There's some weirdness here. Sometimes the hero can clip into the wall significantly before its detected, other times it stops before even colliding. Sometimes a corner collision is detected on the edge, which will screw up sliding on walls later when we tile walls. All around this is just a little weird. One option we have is reworking it to use a non-trigger collider, but that wasn't 100% satisfactory either.

Camera Room Snap

Programmatically switch rooms when crossing room boundaries. Camera needs to animate a transition to the new room. Old room should be reset and all objects in new room should activate.

Also everything off screen should be in default state and inactive.

README

Add a readme to explain whats going on

Testing

Set up unit / integration testing to be ran through Unity's implementation of NUnit.

Boss Enemy

Add a boss enemy, probably the potato looking thing from the first area in hero core

Room Walls

Add solid objects with colliders to serve as walls. Probably just set to trigger so we have full control. Enemies should bounce off walls and the player should not be able to move through them. They should also easily tile and not overlap, but this may be out of the scope of this issue.

Shots Offscreen

Shots should disappear when they go offscreen. I thought this was working but maybe I broke it at some point.

Enemy Flashing Bug

Sprites are flashing, especially near the edge of the screen. Sometimes enemies can get stuck at the edge as well.

Enemy Gauntlet Doors

Create a door variation where instead of a boss death triggering the doors to open, all enemies in the room dying triggers it.

Level 1 Broke

Adding just for issue tracking its actually already fixed in a branch

Physics-Based Movement

Start using Rigidbody2D forces to we don't have as many weird things going on. Please.

Silencer Revisit

We missed some things the first time around due to time constraints. Here's a list of the weird / incomplete / broken things about the Silencer boss.

  • Boss movement is intended to arc with acceleration to make the boss feel "heavy". That was too time consuming to figure out so I just made movement linear. Revamp movement later, possibly by using forces on the rigidbody.
  • Shot ping rings out even if we hit the walls / core, indicating either our shot is hitting both before being disposed or the children components are triggering the collider hit on the parent. Investigate and fix.
  • Boss death movement is very inconsistent. Sometimes it falls straight to the floor, sometimes it's barely moving. Figure out why rigidbody physics suck so much, or at least why I suck at using them.
  • Rework death particles, they're decent but not true to the original.

EDIT: Noticed another thing

  • Boss movement causes "glitches" in boss spawn movement. It's weird.

Game Over Handing

Player death should be accompanied by an explosion effect, specific sound effect, and a game over display. The user should then be able to press a button (Enter, fire, both?) to restart the level.

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