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chores's Introduction

gwj7

godot 3.1 project for the godot wild jam 7

the jam theme is: possession

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chores's Issues

Game is too easy

Ramp up the difficulty a bit. There's no real challenge, so players just blow through the material, then wonder why it's over so quickly.

corpses appear in front of live enemies

Sometimes a live entity will walk behind a corpse. That shouldn't happen.

We can either move corpses to a lower position_in_parent(), set their z-ordering manually, or ask the level to spawn corpses in a better container.

audio mastering

balance out the various SFX/music tracks etc.

  • set bg music to -18db
  • set sfx to -9db
  • set correct bus for sfx & bg music

last minute hax

Flaming skull still wasn't hitting the player, even though the script is set to detect the player's hit box and not just their small collision area..

To cheat / fix it I increased the size of the players collision area. (It won't be as cool when you can't walk in front of trees, but it's more important to have combat feel right)

sheep are too fond of the walls

It's not really important for the jam, but if you want to continue development on this, you'll need the sheep to move into open areas more often. They currently stick to the walls too much.

Need a win scene

What happens if you kill the boss demon?
We need a bittersweet epilogue.
You won, but everyone you love is dead. So now what?

collision shapes tweaking

make sure the paths the player can walk on are working properly, so that the player does not get stuck at corners/hangs in walls.

Player projectiles don't always go toward mouse

I think after we added the initial velocity to the player projectiles, it messed up the direction.

One possible solution would be to take out the initial_vel, ramp up the speed of the arrows a bit, then extend the collision box a bit past the back and front of the arrow.

Baphomet should summon creeps

The boss battle is kinda boring if Baphomet is just a powerful version of the ranged enemy. Maybe the big boss should spawn waves of imps or minor demons.

Enemies leave the wrong corpses

There's no corpse for the fat demon-priest, or the skeleton archer, so enemies are leaving the wrong corpse.

We could add 2 new corpses, or we could remove all the corpses and just leave a bloodstain.

no one makes a sound when they get hit

Neither the enemies nor the player make a sound when they get hit.
They probably should. It has to be immediate though. No delay between hit and audio.

Shots go through walls

It feels weird that shots go through walls.

I tried setting the collision mask on the various projectiles so they'd detect the walls in the caves, but that lead to artifacts where the projectiles would disappear as soon as they left any tile. It's something weird about the tilemap collision.

May or may not be solveable.

Night Farm needs to be darker

Night farm is too pleasant. Add the background from Josef.
Maybe throw a semi-transparent red texture over the camera or something.

portal needs to pass sheep through it

Intreprid players might go into the caves and try and rescue the sheep there.
Currently, they can drive the sheep to the portal, but it never goes through.

player demon form

  • idle animation
  • walk animation
  • run animation
  • fireball attack
  • spawn bow when talking to anton

audio mastering not working properly

when I tried to balance all the SFX & music I made sure to set all music tracks to -18db and all the sfx to -9, also I set up the correct audio bus for the audio players. in the exported version however, the skeleton archers sfx are way too loud and the fireballs almost not noticeable.

[BUG] ranged enemy

  • fix ranged enemy not properly shooting fireballs towards player
  • add timer to ranged enemy for a firing cooldown

some players noticed that levels weren't persistent

a player commented that when you kill sheep, the corpses aren't there / in the same place when you get back to the farm.

The lack of persistence breaks immersion. We should figure out how to save the state of the day farm.

flaming skull needs tweaking

The skull could be brighter. Don't modulate it.
The orientation is rotated (like arrows), but that can lead to upside down skulls.
Maybe fix their orientation somehow.

player lost interest frequently

In a twitch stream, a player running through the game lost interest frequently (partly, due to distractions from the audience). I have to think if the game was more engaging, they would have paid more attention. I think the notion of farm-sim'ing put them off. They didn't want to herd sheep.

Maybe they need a call to action straight away instead of any requests to herd sheep.

Baphomet should have more movement behaviours

The boss gets hung up on walls because he heads straight for the player.
Consider adding a few random movements into the boss.
Or disable his collision interactions with the tilemap/tileset, so he can go anywhere.

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