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nova2d's Issues

Possible Pivot to Space Shooter

Make player 1 (and 2) simple Triangles. Say color A and color B.

Field:

  • ------------------------------- +
    | |
    | enemies |
    | 0 | --> Quad 0 is where enemies exist in a Tween timeEffected field

| | |
| 1 | 2 | --> Quads 1 and 2 are colors A and B
| | | Start with A slow time and B fast time
| | | Start with Player in 1 with color A
---------------------------------- On change event A and B swap colors
Player changes to warning (need to swap quads) color C
Player must get to other Quad
When player does, colors revert to correct

Player has Sprite::ConfigureEffectTrail ( params );

GetRefs

Add GetRadiusRef() of DrawCircle for radius tweeting

Delta time issue

Game::s_DeltaTime is not a smooth value for ticking timers or moving objects for some reason

A* : grid style AI

Game::ConfigureAStar(enabled, gridSize)

Creates a grid to be used for A* pathfinding

feedback with dropping clocks

clock should snap outwards with DrawCircle out to the time warp radius
DrawCircle should be 255 alpha and tween to 20 where alpha = 255 at start and 20 at destruct time

cameras

works with maps/tilemaps and a* algorithms

Shooting Downwards? Other NON top screen things...

Now that the ability to shoot UP or DOWN is possible, this will help the problem of the player just being able to 'hide' unmoving at the bottom of the screen.

Horizontal ships that try to hit you?
Bottom up ships?

time bubbles

global time float which effects entire game's speed of all instances

n2dSetTimeRatio(float r) // effects global time

TimeBubble <- similar to a Graver but instead of gravity it effects the time ratio with the time space of the time bubble

Load Test results

Frame drop:

  • Updaters aren't clearing properly
  • Deleteables aren't clearing properly

audio manager

playSoundGlobal() - plays a sound at level within the entire game

playSoundLocal( sound, volume, listenerPosition, soundPosition, maxHearingDistance) - plays and pans sounds while adjusting volume to emulate 2d locational sounds

addSound(soundName, soundPath) - loads and places sound in a std::map for easy access

getSound(soundName) returns pointer to preloaded sound

Mouseable class

Class for mouse interactable objects that provide events like

MouseOver()
MouseExit()
MouseClick(button)
MouseDoubleClick(button)

debug overlay

simple box of text that shows FPS, instance count, colliders, etc

TweenCurves

Equations for tween value curves.
Linear
...

Gravers

GraverManager

  • summing graver effectMag for groups and placing into each gravers influences

Graver

  • effectMag
  • effectedGravers
  • groupID
  • influenceOfOthers
  • circle effect range

Player and Pawn-bullets are Gravers. Player graver's effectedGravers are pawn-bullets. A small range of effect is where bullets enter and are pulled towards player graver's center by the effect magnitude.

Bullets fly by as you dodge..if they get too close, they'll follow you!

This can be done by SimpleFollower with minor changes but I'd like to see Gravers used and built for this as they have cool uses such as planets, explosions, implosions, cloaks (warping movement around them - ex: apply 90 degree effectMag), etc.

Scrollable DrawLayers

Ability to Tween a Draw Layer of Drawables together for old school menu crawls, etc.

SQL manager

Game::EnableSQL( pathToConnectionDataFile )

SQL is static on Game

shield & bomb

gather shield power ups ( 5 for a full shield)

bombs from leader drift down and implode, pulling in all bullets (rotation = inverse pointing towards bomb). once bullets are collected the implosion becomes an explosion and bullets are shot outwards. this is the time to use your shield...maybe even say "SHIELDS UP" before explosion

Screen Positioning

Make positioning things on the screen easier - possibly using values 0-100 where 10 = 10 percent width or height and 100 = 100 percent

Maybe create a base class called Node which can have parents and their position offsets from the parent?

Animated Sprites

Add to Sprite.h/cpp the ability to:

ConfigureAnimation( );

Which sets up all animation properties. And:

StartAnimation ( )
StopAnimation ( )
JumpToAnimationFrame( int )

HUD - DrawLayer

Make a specific grouping of sprites (maybe a HUD class which holds sprites and positions) that can be drawn on a specified DrawLayer just like a single sprite is drawn

graphics :: redo streaks count display

this bar just doesn't seem to work...it looks weird

  • i dont like how when you have one or two streak count it looks like a random pixel on the left

maybe fixed this with centering the start count and counting outwards

Bonus for streaks & Time Warp

Killing a pawn within N milliseconds of another gives "Streaks" and boost.

Maybe streak of 3 or 4 gives Time Warp Clock.

Teleporters

Similar to time bubbles except bubble A teleports to bubble B and B to A while C to D and D to C...etc.

player bullet updaters

according to debug overlay, # of updaters is going up pretty fast. it appears this is caused by player bullets not clearing their updaters

could be related to #18

CutScene Manager

Think on an idea for the ability to program easy fast cut scenes / animations

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