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tunics's Issues

Add item description to inventory menu

It is not always clear how a dungeon item should be used.

There is a description which can be accessed by pressing the action button while an item is highlighted but it would be better to have a text field always visible to display the description of the highlighted item.

  • Add description field to inventory menu.
  • Review and update item descriptions.

Bad floor pixels

There's something wrong with the bottom lines of floor.1 and floor.2 tile in dungeon_brick_gray_2 tileset.

Rethink primary and secondary tiles

Should we have two sets of wall_statue per tileset?
Should one always be selected for one tier for tileset diversity or should one be selected per room for room diversity?

Floor allocation needs a this more than anything else in regards to #40 : Layered rooms.

Create resource treasures earlier

As of now, magic bottles, arrows and bombs can only be droped by enemies and under pots on a tier after the tier on which the related item was picked up. This adds the risk of running out of the resource before the tier can be finished.

Resources should drop as soon as the resource-spending item is acquired.

Make all drops drop a new item which selects a treasure on creation.

Assorted pixel issues

several tilesets:

  • light pixels in waterfall (door bigkey 202777 water)
  • light pixels in inner water border
  • light corner pixels in floor_border and barrier_big, out of place over hole
  • weird animated pixel in torch

ice tileset:

  • wall border transparency
  • wall corner square of light pixels
  • diagonal wall borders

brick tileset:

  • grey pixels in corners of big statues (looks bad on red carpets)

gold tileset:

  • scruffy canvas looking floor

Synchronized snapdragon jumping

Enemies often show up several of a kind in a room.

When you enter a room with more than one snapdragon they all jump to a common beat until you start beating them and they drop out of sync.

Snapdragons timings should employ enough randomness to make them seem a pack of wild animals rather than a cheerleading squad in oddball costumes.

Floor alignment of flippers obstacles

The component design guidelines states that water tiles and frames should align the to the grid when possible.

Some flippers obstacles are needlessly misaligned.

All flippers obstacles must be aligned to the grid.

Procedural generation of fillers.

By now we have establish the rules of component design (http://z.legofarmen.se/conponent_design_guidelines) well enough to be able to replace some of the designed fillers with generated dito.

In the long run, as the rules develop further, more component types could be generated.

  • Review and test filler design rules.
  • Add a basic filler which generates walls, corners, floor and statues/pots/torches etc. depending on mask instructions from dungeon.

Implement larger rooms

  • Think of a way to implement larger rooms.

We should be able to achieve this by expanding the use of the door mask.

Desynchronizing enemies

Enemies are spawned, all at once, using the positions of certain enemy placeholders. Often more than one enemy of the same type are spawned in the exact same position.

Some enemy types have timing and movement patterns that make them keep sharing the exact same position. This is particularly problematic for enemies that start out standing still in their starting location waiting for something to happen.

Enemies displaying this misbehaviour must be given an initial phase where they move to a random legal place and are temporally desychronized from other enemies.

New boss: Lanmolas

There should be a Lanmolas boss.

Elements:

  • Lanmola enemy (e.g. imported from zbom)
  • New boss room(s)

Stuck fireballs

BACKGROUND

Agahnim throws fireballs that bounce off walls.

CURRENT SITUATION

Fireballs can sometimes get stuck in corners and just sit there.

REQUIREMENT

Fireballs must never get stuck.

Add conveyor belt patterns

  • Add directional conveyor belt patterns and tiles which can be used as a better visual representation of streams.

Blue hardhat beetle disappears from view

Sometimes a blue hardhat beetle disappears from view. It can still be interacted with, and after interaction it shows up again. I have no idea what causes this. Maybe a code review of this enemy could turn up some clues?

Install and running

Hello =)
All right, I am aware that many people who get this game from github probably know their ways around github-projects and are used to fetching both this and that, but it could be good to add some specifications for us dummies.
First, Solarus: Very good with a link there, love it. However, point out that what the user is looking for is the folder corresponding to their own OS, I spent some time getting confused staring at the solarus developement source-installation before I had to ask 'ehm, do I really need to install all this and compile it?', and then realized that I got the wrong package. Just a thought there, Mac -> macosx, Win -> win32.

Second, running the game!
I have a suggestion that you make some dummy-version here too, one for linux, which basically seems to be there already, one for windows-users and one for mac-users.
Since it said 'Thus, to run tunics ... , you can type', I personally thought 'Aha, so you have to start this one from the command-prompt..'. Which apparantly was not Quite true, you Can, but you do not Have to.
So, it would have been good to write something like "download the game, unzip and then copy the 'data' folder and place it inside your solarus-folder, then press 'solarus.exe'. Enjoy!"
Since, that seems like what you basically have to do in Windows.

With easy to follow instructions, the more people will be able to try this game out =)

Add new puzzle: Lost woods

(or is it "lost dungeons"?)

Elements:

  • A full-room component with four doors and no interactive entities.
  • An NPC telling the secret sequence of directions to solve the magical labyrinth.

Blocks fall off the map on creation

In some circumstances blocks fall off the map immediately on creation. Specifically this behavior has been reproduced in zentropy.inject_block() with Solarus 1.5 (seed 1476016760, tier 1, walk north twice).

Blocks created through other means stay put just fine, and blocks created (even this way) with Solarus 1.4 also stay put just fine. It is the combination of Solarus 1.5 and something specific to inject_block(), and possibly the specific seed given above, that triggers this bug.

add-apt-repository not found

The Ubuntu installation instruction prescribes using add-apt-repository (from the software-properties-common package) which isn't installed as part of the base system.

$ sudo add-apt-repository "deb http://archive.ubuntu.com/ubuntu $(lsb_release -sc) universe"
sudo: add-apt-repository: command not found

A workaround suggested elsewhere is to add the repository to /etc/apt/sources.list manually. This command should do the trick in most cases: echo "deb http://archive.ubuntu.com/ubuntu $(lsb_release -sc) universe" | sudo tee -a /etc/apt/sources.list.

Enemies get their arms and legs stuck in chests

Sometimes when you press a switch a chest materializes from nowhere.

If an enemy happens to be in the wrong place at the wrong time, it gets stuck in the chest and can't move away.

When a chest materializes inside an enemy it must push the enemy away or possibly kill it.

Too weak enemies

Some enemies give very little health.

The health meter is course enough that it often isn't affected by the weakest enemies.

All enemies must make a difference in the heart meter when the hero wears the green tunic.

Falling sound when flying enemies die over holes.

Bari can fly over holes.

When a red bari is killed above a hole, a falling sound is played before it splits into mini-baris.

No falling sound should be played when a bari is split into mini-baris.

New obstacle: Flying tiles

There should be flying tile rooms.

Elements:

  • Flying tile enemy (e.g. import evil_tile from zbom)
  • Full-room components with flying tile enemies

Unlimited heart containers in a single tier

When a game restored from disk, the hero starts out at the entrance of the current tier.

It is possible to beat Agahnim and get his heart container an unlimited number of times before going to the next tier by saving and restoring the game after picking up the heart container, but before walking up the stairs.

Agahnim must not be resurrected when restoring the game.

Secret sound when blowing a hole in the wall

When an equipment item is used to open a door, the secret sound is played.

Weak walls and very weak walls do not play this sound.

Weak wall and very weak wall must play the secret sound when opened.

Add new item: Hammer

  • Implement classic lttp hammer as an item.
  • Implement hammer targets as a custom entity or enemy.
  • Define and design hammer obstacles.

Add more "umph" to treasure_bigkey components

A treasure_bigkey component should give the feeling that the room was designed to house a wonderful treasure. The component should not be smaller than 2/3 of a room.

  • Remove lesser/smaller treasure_bigkey components
  • Review components in terms of visual design and spatial mask

Arrows in chasm rooms

When you fire arrows into the darkness they get stuck in hidden walls and make a sound. These arrows should disappear off screen and make no sound.

Implement 0.4 tiles in existing components.

  • Figure out how we can have mulitlayered rooms.

The easiest way should be to allow the different components to place their own floor.
This requires a rethinking of how floors are output and will require a new approach to primary and secondary tiles.

Being pushed out of ambush rooms

When our hero enters an ambush room he is sucked into the room and the door closes behind him.

If our hero is hurt before the door is closed, he is pushed back into the doorway with the door still open. If he tries to walk away he is sucked back into the room again in a rather surprising fashion.

Our hero must not be hurt while he is being sucked into an ambush room.

Add rewards framework

Rewards and reward triggers suggestions at http://z.legofarmen.se/rewards.

  • Add a framework in which it is easy to define conditions and rewards.

For starters all triggers could be calculated on tier completion and all rewards could be simple listed achievements.

Add help screen to game menu

There is a help/controls png but it is not shown anywhere,

  • Add a "help" or "about" menu item to game_menu. Choosing the menu item should display the control image.

Ambigous language about alignment

The component design guidelines uses the term "grid" to describe how entities should align to the floor tiles.

The quest_editor grid and the standard floor tile alignment are displaced from eachother 8px in each axis. Which may be a cause for confusion.

The language regarding alignment in the component design guidelines must be unambigous.

Ease Agahnim difficulty scaling

Agahnim appears to be to challenging for the first tier. The different metrics could be tier-dependent.

Tweak Agahnim behaviours depending on tier:

  • Blue fireballs
  • Number of fireballs on low health
  • Number of fireball bounces
  • Immunity to sword attack

Debug info screen

BACKGROUND

When you spot a bug and want to reproduce it, you want to find out the seed and tier numbers used to generate the current dungeon.

CURRENT SITUATION

You have to save and quit, locate and open the save game file and locate the rows where the seed and tier numbers are written.

REQUIREMENT

There must be a debug info screen accessible from the pause menu. The debug info screen must shows the seed and tier numbers used for the current dungeon.

Add tier par times

  • Create a method of estimating tier par times.
  • Add tier par time to cutscene

Par times could be dependent on a number of things; instructions from the quest, weighing of enemies on map, number of puzzle/ambush rooms, dungeon layout etc.

Bari electrocution

BACKGROUND

The red Bari, when killed, splits into two mini Baris that immediately discharge.

CURRENT SITUATION

If you strike the mini Baris with your sword the first time they're discharging, the sword just passes through them and no one gets hurt. Later discharges work as expected.

REQUIREMENT

You must get electrocuted when striking the mini Baris during their initial discharge.

Extended chasm design guideline

We have this trick for making chasms extend all the way to the edge of the screen.

There is no design guideline for how to construct these chasms.

The component design guideline must be updated to include a section about extended chasms. The section must detail the intermediate layer hole tile preventing arrows from sticking to the wall, the high layer hole tile hiding the roof and arrows stuck at the edge of screen, the high layer wall_hole tile in front of the high layer hole tile, and the wall entity preventing enemies from flying in under the high layer hole tile (but letting projectiles pass through).

Carpets and wall border guidelines

Sometimes you want carpets to extend up against the wall.

In practice the floor_small and floor_border extends below the wall_border and sometimes they touch edges with the wall_border. There is no guideline describing which to choose.

N.B. In the cave tileset I think it's more reasonable to have the carpet end with a straight edge rather than having it intersect with the rugged cave wall.

There must be a guideline describing edge placement of carpets that extend up against the wall.

Solarus 1.5

Solarus 1.5 has been released. We should migrate to it.
Fixes #73.

Stuck in a room after saving

I saved and quit after opening a door in such a room:

tunics-door-bug

When I resume the saved game and go to that room again, the door gets closed and I cannot trigger the switch, it is already on.

I am playing with git tag v0.1 and Solarus 1.3.1.

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