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Home Page: https://sarto.itch.io/season-survival
Submission for the Weekly Game Jam #273
Home Page: https://sarto.itch.io/season-survival
Redoing this readme, please wait warmly
The following items should have a collision box to avoid the Navigation item to path on top of it:
The game should spawn particle effects for certain actions or entities:
Make the player character render behind or above an item based on its Y coordinate.
If a player is picking up an item, but midway through it is targeted by an enemy, they will be able to move, but the item will still be picked up after a while.
Intended behavior: the player loses all their progress of picking up the item.
When there's 2 targets and the player in a straight line, launching a projectile will make it hit the target in the middle, but still stun the farthest target.
Make the Terrain scene include the River node for better reusability.
The current rain particles look a little too plain, so they could be changed by making them a better color, and making them "bounce" when they hit the ground, or at least give the impression that that's what they do.
Animals' line of sight does not detect a player when it feels like it should be detected. This could be improved by adding multiple raycasts, and a raycast on each edge of the field of vision.
Improve where animals can pathfind by making them more likely to stay or go back to their home habitat.
Currently, Player::handle_actions checks every frame for interactables nearby. It can be done more efficiently with events and a global array.
Add functionality to the Hunger meter. It should end the game once emptied.
Add the Dam, a building that can be placed on water and improves fishing rates nearby.
Currently, when an item is collected, the change appears below a Collectible's info tooltip. It should be above instead.
Campfires and Huts must state they can only be built on Land, and Dams can only be built on water.
Add feedback to the user that shows them that they're actually picking up a collectible, and how much time left is there for them to hold space before they can collect it.
Improve the current tileset by adding more variety, making it less ugly, and making it look less like a blocky tileset and more like a homogeneous map.
Currently, when the player is aiming to shoot an enemy, it checks every frame for valid targets. This could be optimized with an array that gets updated when key events happen.
The game should have a button that pauses the game and shows a menu. The menu should have:
Add the following SFX:
Add a few selectable gamemodes to spruce up the gameplay:
The player character should have an animation for:
Currently the player and the animals look no different when they're supposed to be submerged in water.
Add a glowing effect for when a collectible spawns.
Steps to reproduce:
Intended behavior:
Add a death animation & screen that shows a recap of the playthrough.
Add a Main Menu to the game. The menu should include:
Improve the animals' chasing AI with the PathNavigator2D node.
Add SFX for the player's various actions:
Hostile animals should have animations for:
Currently, clear weather gets overridden very quickly by the pure nature of random chance. Make it have a more reliable minimum duration.
Enemies should have sound effects:
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