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Horse Game 2 Devlog - 2022-12-01 - v0.2.7

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Dec 1st, 2022
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  1. # Todo
  2. βœ…
  3. ⚠🟑
  4. ## Add
  5. - ### Casino
  6. - 60T
  7. - sound effects
  8. - UI for wager
  9. - victory
  10. - βœ…~~pull stop
  11. - roll button
  12. - ui hover
  13. - test controller support
  14. - implement key press / controller only ui functions
  15. - CASNO
  16. - implement mouse click events
  17. - ui sounds for mous clicks
  18. - Sweet Hand Jack
  19. - walking
  20. - control nodes
  21. - find nearest point
  22. - set goal as random non-nav control point
  23. - walk / nav point
  24. - when arrive, pathfind next point to goal
  25. - leaning point
  26. - sitting point
  27. - door point
  28. - interaction
  29. - dialogue
  30. - trigger for card game
  31. - The Prize Corner
  32. - βœ…~~granite counter top with little door
  33. - βœ…~~prize clerk npc
  34. - prizes
  35. - interactable over mesh of prize object
  36. - checks if chips are sufficient then instantiates item and adds it to player inventory.
  37. - Secret guy
  38. - trades chips for tips on how to beat jack at Road
  39. - Jack's office
  40. - door in the back that leads to a dark office
  41. - desk, chair, computer monitors, iconography of gymkhana
  42. - notes from Patches
  43. - only unlocks after you beat Jack at Road
  44. - Gambler NPCs
  45. - at least two horses sitting at the slot machines that complain about never winning
  46. - BlackJack table
  47. - at least one npc playing
  48. - Blackjack game
  49. - ### Settings
  50. - βœ…~~save settings to json
  51. - βœ…~~load settings from settings.json whenever game starts
  52. - slider for "Ambiance" volume
  53. - βœ…~~slider for mouse sensitivity
  54.  
  55. ### Rail Grind
  56. - βœ… ~~if horse does not have a trainer, it causes problems
  57. - βœ…~~still recieves input despite not being rode, we want horses to be able to grind independantly as well as while being ridden
  58. - βœ… ~~horse will always return to pilot state since the code assumes they're being ridden when they enter grind, instead code needs to return to the state the horse was in prior to enterring the grind
  59. - βœ…Only enabled if horsehoes are equipped
  60. - #### Horseshoing
  61. - βœ…~~controller support
  62. - βœ…~~either thumbstick should move the mouse
  63. - βœ…~~modify mouse_follow to detect if mouse or gamepad is used
  64. - βœ…~~make animated sprites for hand with pick / picking gunk
  65. - add horseshoe attach animation
  66. - draw horse hoof
  67. - add sound effects
  68. - βœ…~~gunk clear
  69. - horseshoe attach
  70.  
  71. ## Intro
  72. - βœ…Temple
  73. - βœ…Added waterfall to statue that comes on when players turn first wheel, no longer intert
  74. - βœ…Added murky water shader to open spaces in main temple area
  75.  
  76. - βœ…~~readable books
  77. -βœ… ~~item with option "read"
  78. - βœ…~~read creates book ui which grabs the "pages" array stored in the book item
  79. - βœ…~~reading ui presents pages ui
  80. - βœ…~~if pages is just text array, then present text on default pages texture
  81. - ⚠ \n does not work for exported strings. because strings representing each page are entered into the inspector for each book, this means its impossible to use special string formatting for text. its also a cumbersome way to enter strings in
  82. -βœ…~~recommend switching to a system that reads books from book database json instead
  83.  
  84. - Fishing Minigames
  85. - βœ…~~pregame alert animation
  86. 1. βœ… ~~Move your mouse in a circle to reel in
  87. 2. Intense metaphorical interrogation scene
  88. 3. reCaptcha image selection
  89. 4. Galaga fisher
  90. 1. its like galaga, but you play as the fish at first, and the enemies are hooks, bait, etc.
  91. 2. the big hook has the tractor beam to "hook the fish" like the tractor beam capture in galaga
  92. 3. if you get captured as the fish, then your fishing rod comes out, and you have to "reel in the fish" by shooting down the hook, but not the captured fish, like getting the double ship in galaga
  93. 4. if you destroy all the hooks as fish, then the fish gets away
  94. 5. Pinball
  95. - the fish is the ball
  96. - fishLevel makes the ball heavier and increases point requirment
  97. - your rod level makes the paddles bigger and increases their velocity
  98. - if the fish falls through, you lose the ball and the fish escapes
  99. - once you meet the point requirment, your hooks extend beneath the paddles, and the fish will be caught if it falls through
  100. -
  101. 6. 🟑 turn based JRPG battle between the fish and your tackle
  102. - Actions:
  103. - Defend (DEF)
  104. - immediately enters DEF state instead of queues, allowing that npc to take half damage, with a chance to block attacks for other. each blocked attack adds 1 SPX point.
  105. - Special (SPX) requires level 4 rod
  106. - special moves. consumes all special points to do a special move.
  107. - special moves
  108. - Hooksan : Tsunami of Snares
  109. - double damage hit with increased hit chance
  110. - Bobbler: Mickry Wave
  111. - reduces hit chance of enemy, moves escape meter 15% to the right and does a normal hit
  112. - Fish: Breach of Salmon
  113. - double damage hit with 10% chance to inflict rod power penalty
  114. - point cost is 11 reduced by level
  115. - βœ…~~Pass (PAS)
  116. - βœ…~~skip turn, but timer fills faster on next turn and gains 2 SPX points
  117. - sound effects
  118. - UI
  119. - selecting party highlight
  120. - open action panel
  121. - action highlight
  122. - action selection & panel close
  123. - animations
  124. - Bobbler
  125. - Hooksan
  126. - Fish
  127. - miss sfx
  128. - hit sfx
  129. - effects
  130. - dust particles when moving
  131. - hit particles
  132. - camera shake on hit
  133. - Fish
  134. - βœ…~~timer
  135. - βœ…~~actions
  136. - βœ…~~HP tracking
  137. - Success / Failure
  138. - if you kill the fish by reducing its HP to zero, you succeed
  139. - if the fish is able to kill all of your tackle, then the fish escapes
  140. - βœ…~~each missed hit, the fish escapes a little bit
  141. - βœ…~~each hit the fish lands it escapes a little bit, which doubles once one tackle is dead
  142. - progressive escape bar: all the way left, fish escapes, all the way right fish caught
  143. - Controller support
  144. - βœ…~~Actions work on queue
  145. 7. Tearful casa Blanca ending scene been two fish while the player completes a QTE commentated by the Wii sports announcer
  146. 8. βœ…~~guitar hero but it's all just wet fish slap noises
  147. - Journal / Questlog
  148. - βœ…~~journal can be accessed and read with [J]
  149. - βœ…~~journal data is persistent
  150. - βœ…~~talking to NPC emits signal to update questlog
  151. - βœ… questlog {questID : int (questState)}
  152. - finish writing questlogs for current quests
  153. - βœ… ~~build completed quest journal
  154. - make journal UI indicators
  155. - hover prompt for journal select sidebar
  156. - currently active journal display bar
  157. - charming
  158. - if pep is too low, it is impossible to charm a horse
  159. - so how do you get a horse that is really pissed off to calm down enough to talk to you?
  160. - give it
  161. - hay,
  162. - βœ…~~or an apple ,
  163. - or a carrot
  164. ## Trees
  165. - grappling hooking a tree takes to the top and shakes the tree, with chance to get rare items or upgrades
  166. - Horses
  167. - Commands
  168. - βœ…~~the Command spell will give a command to the horses in your party
  169. - βœ…~~by default, left cast will give the command to the first horse in your party not currently parsing a command,
  170. - right cast will give the command to every horse in your party. you can use num / d-pad to select a specific horse in your party to command
  171. - βœ…~~the horse will move to the node after recieving a command. depending on the target, the horse will act in a number of different ways
  172. - βœ…~~items:
  173. - βœ…~~horse will pick up the item
  174.  
  175. - βœ…~~interactable:
  176. - βœ…~~horse will interact if able (no item / mechanism / operant requirements)
  177. - NPC
  178. - βœ…~~horse will attack
  179. - βœ…~~there is a damageable node which keeps track of HP and interacts with hitboxes, and is used for managing entities which can recieve damage and be killed
  180. - βœ…~~ai needs to beeline towards a target, until its close enough
  181. - βœ… ~~then strafe in a circle around the target
  182. - βœ…~~avoiding obstacles and other npcs
  183. - βœ…~~and every once and a while, charge in for an attack
  184.  
  185. - Bloodlust
  186. - timer ticks up, slowly increasing the weight of bloodlust as a charm
  187. - the bloodlust charm will set a horse wild, and it will attack the nearest NPC, assessing level, stats and aggro somewhat
  188. - Hunger / greed
  189. -
  190. - ~~Apple Trees
  191. - ~~spawns 1-3 apples every couple hourse. grows from sappling to maturity after like, 96 hours
  192.  
  193. - Weather
  194. - weather controller
  195. - ~~snow
  196. - rain
  197. - ~~proximity reporting
  198.  
  199. - Bestiary / Lexicon
  200. - Horse Breeds
  201. - Fish
  202. - ~~Paintings
  203.  
  204. ## Change / Update
  205. - Settings
  206. - settings menu should write to json whenever you make a change, then alert the group SettingsDependant to call their update_settings() method which grabs the json file, reads whatever relevant data that node needs
  207.  
  208. # Fixes
  209. - Player Knockback does not run state
  210. - ### Quests
  211. - if we save before a point where the NPC would update the quest log, talking to them would update the questlog. if they quit without saving and reload their previous save to before the quest was updated, the questlog will show progress from the state of the game from before it was saved.
  212. - solution 1: implement an autosave that is triggered whenever a questlog gets updated (easy)
  213. - solution 2: find a way to couple the save file to the questlog.
  214. - updating a questlog with the same state creates a duplicate entry
  215. - ## Intro
  216. - Temple
  217. - βœ…~~reduced ploygon count on several unoptomized models, improved performance
  218. - remove extra waterfalls, not needed.
  219. - ### Horses
  220. - βœ… ~~fixed issue where groundCheck was not verifying collisions with the floor, making movement and jumping unreliable.
  221. - βœ…~~added gamepad version of horse taming minigame
  222. - ### Audio Issues
  223. - ambiance and loops fade in and out weird
  224. - ambiance would make more sence if it were based on area, use 3d audio nodes instead of timers and global audio, it just makes things weird and uneccessarily complex and not work correctly
  225. - opening menus that lower volume (I.E. spell menu) resets audio level to full regardless of fade and audio settings. update menus and dialogic to reset to current fade amount instead of fixed value
  226. - or alternatevly, write method in manager that restores volume by considering settings and current fade amount and call that instead of resetting manually
  227. - βœ…~~Footsteps sound effects play infinitely fast when running up against a wall with a different sound profile than the ground beneath it
  228. - βœ…~~FishHero collisions not working when instanced in world
  229. - βœ…~~cannot use equipped item when retrieved from party member's inventory
  230. - quest journal has issues selecting menu items with controller
  231. - βœ…~~horse `Trainer` value is reference to node. needs to use ID system to be persistent across sessions
  232. - βœ…~~load game does not load items correctly
  233. - βœ…~~fixed queslog hover prompt ui not working
  234. - set chesterfield breed to be correct breed
  235. - βœ…~~Water
  236. - βœ…~~game stutters and player physics is messed up for a split second when entering water
  237. - ### Saving & Loading
  238. - ⚠ Autosave will lag when talking to NPCs
  239. - potentially increasing lag with each successive save
  240. - See if queing a save to go after dialogue is exitted resolves lag
  241. - ⚠ Saving while in gondola and loading the save will cause player to clip through the gondola and fall through.
  242. - βœ…~~Items saved in inventories will sometimes load into the scene without being removed. however, adding code to remove them when they're loaded can cause some things to break, like items being removed from npc inventories
  243. -βœ… ~~horse relationship manager
  244. - ~~horse relmanager stores relationships as dictionary with keys being references to node and an int representing the relationship
  245. - ~~likely, these do not get saved / loaded in a usable way
  246.  
  247.  
  248. ## Refactors
  249. - βœ…~~Sun
  250. - ~~Change sun to only increment time, since global illumination is not used, its doing extra calculations that are not necessary or used at all by the game, visually.
  251. - ### Lighting Issues
  252. - lighting transitions set global lighting, which is the same as the natural lighting affected by day/night cycle.
  253. - instead, we need another layer of abstraction in the sky controller that keeps a buffer for transition and natural lighting
  254. - the transitions based on the sun should be stored in the naturalLighting buffer while transitions for entering specific areas such as building interiors should store their information in a transitionBuffer
  255. - the method can take in a value to determine which buffer we are setting with the method call, but this method just stores the relevant information into the specified buffer, it doesn't transition between the buffers for the actual lighting.
  256. - instead we can have a `transition_lighting(buffer)` that handles the apparent transition and updates which buffer is currently active
  257. - an example would like like this:
  258. - enter a building
  259. - update the transition buffer to the interior lighting
  260. - set the active buffer to transition
  261. - meanwhile, the day night cycle will continue to update the natural buffer, but wont transition to it. the skybox will however continue to update
  262. - exit the building
  263. - we don't update the lighting in any buffers when exiting the building. we just set the active buffer back to natural and the manager handles the transition.
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