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--Jetback
--Bazooka
--3 more
What should these be?
Up/down keys and diagonal movements should work.
Show progress towards powerups, remove old resource system, and credit powerup progress when corresponding block types broken.
To be clear, what I was trying to suggest on Monday was giving a random x-component to the stars' velocity after the block breaks, so that they scatter a bit (you could even have them bounce off things, maybe). Currently they seem to have a random position within the block, which is also fine play-wise, but looks a bit weird visually. (I think with the current abstract aesthetic it's odd to have them not exactly centered.) Dunno if we want to change this.
Implement features on board:
--Caves
--Veins
--etc
We are currently horridly underperformant.
Need to clarify visually which character you are playing and that you have a score bar on your side that goes up as you get points.
Play with world size, jumping, starting positions, etc?
Game currently takes ~2 minutes
Implement end conditions
Zooming works for original board size, but not for new board size.
How do we visually indicate that a block is weakened? (Do we need to?)
Old music perhaps needs rework now that we have new theme.
Moles need to have moveable hands. Joint between art/code.
I think the conclusion from the meeting was we should flash the block (or all the connected blocks) to make it clear that you're damaging it?
It'd be nice, though not strictly necessary, if the player sprites seemed to be looking left or right (or up or down), whichever way the player is moving; if their feet (or other body parts) moved when the player walks or jumps; and if they performed some animated action when the player breaks a block.
Really weird things happen with movement sometimes. It seems they only happen on the outermost blocks, i.e. when trying to move into the leftmost or rightmost column, or when falling into the bottommost row. Glitches include inability to move, getting stuck in midair, and falling through a block and then popping out the side. There's a whole bunch of array bounds error spew in the console.
This is probably a known bug, but I just want to make sure it gets fixed. (Presumably the left/top/right should be hard boundaries and the bottom should kill you?)
Assets
-Graphics
--blocks
--chars
--->animation
--powerups
-Sound
--SFX
--Background Music
--->dynamic
Interface
-Camera
-Powerup display
-Creeping death(lava display)
-Controls
-Menu/options
-start/pause/end/scaffolding
-credits/instructions
Mechanics
-Mining
-Moving
-World Gen
--Caves
--Veins
--etc
-Powerups
--Jetback
--Bazooka
--3 more
-Interaction
--Block destruction
--knockback
--damage??
There was a suggestion that the stick figures don't really match the aesthetic of the blocks. Do people think it's a good idea to change the player sprites? (Personally, I kinda like the stick figures, and am having a hard time thinking of any abstract character design that would work well here.)
If a player is up against a block and is repeatedly tapping the keys associated with that block's direction, the block should lose hitpoints then blow up.
Players should not be able to slide past blocks
These are largely done, minus tweaking I believe.
Powerups need to be compositeable onto characters.
On the first playthrough, the music pauses when the window loses focus. If the game ends and then restarts, the music no longer pauses, and in fact multiple copies of it seem to start playing. I'm not sure what the exact trigger is, or why it's happening.
Maybe we should keep both players from occupying the same place?
All the player sprites are actually 11x15, not 15x15. Sorry; I apparently shrank them without telling anyone. This is the explanation for the weird artifacts while walking.
The jump sprite was intended to make the act of jumping look more natural by having the character bend their legs. It's not supposed to last through the whole jump. But jumping is so fast that it's impossible to notice something like that, so let's just not use that sprite. I think it's fine with just walking + facing the right direction.
We still have bugs to work out, but this work is mostly done.
Players should fall if not supported, including wraparound, and should die if they fall more than 3 spaces.
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