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CuteCat91

PROGRAMMING NOTES

Mar 19th, 2019
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  1. 1 - Camera
  2. 1a. Set and lock camera viewpoint to a certain angle - VERY HIGH PRIORITY
  3. 1b. Camera follows player unless doing so would show out-of-bounds area - VERY HIGH PRIORITY
  4. 1c. ability to use .ini to change camera position - MEDIUM PRIORITY
  5.  
  6. 2 - Player
  7. 2a. Implement basic PLAYER class - VERY HIGH PRIORITY
  8. 2b. Add wall and floor collision - VERY HIGH PRIORITY
  9. 2c. Implement controls (Entwined with 3) - VERY HIGH PRIORITY
  10. 2d. Add prop collision (Entwined with 5e, 6b) - HIGH PRIORITY
  11. 2e. Add health and the ability to be damaged - MEDIUM PRIORITY
  12. 2f. Add enemy collision - MEDIUM PRIORITY
  13.  
  14. 3 - Controls
  15. 3a. Make player follow control input (Entwined with 2c) - VERY HIGH PRIORITY
  16. 3b. Implement player movement (Requires 3a) - VERY HIGH PRIORITY
  17. 3c. Spawn bubble in front of player (Requires 4b) - HIGH PRIORITY
  18. 3d. Pop bubble (Requires 4b) - HIGH PRIORITY
  19. 3e. Throw bubble in the direction player is facing (Requires 4) - HIGH PRIORITY
  20. 3f. Implement mouse aim for throwing bubble (Aim Mode) (Requires 4) - MEDIUM PRIORITY
  21.  
  22. 4 - Stasis Bubble
  23. 4a. Implement basic BUBBLE class - VERY HIGH PRIORITY
  24. 4b. Implement ability to spawn and pop - VERY HIGH PRIORITY
  25. 4c. Implement movement (Benefits from 3e) - HIGH PRIORITY
  26. 4d. Implement ability to hold items (Requires 5a) - VERY HIGH PRIORITY
  27. 4e. Drop item when popped (Requires 4c, 4d) - HIGH PRIORITY
  28. 4f. Implement wall collision (Requires 4c) - HIGH PRIORITY
  29. 4g. Pop bubble upon collision with wall (Requires 4f) - HIGH PRIORITY
  30. 4h. Implement enemy collision (Requires 4c) - MEDIUM PRIORITY
  31. 4i. Pop bubble upon collision with enemy (Requires 4c, 4f) - MEDIUM PRIORITY
  32.  
  33. 5 - Grabbable Items
  34. 5a. Implement basic GRABBABLE ITEM class - VERY HIGH PRIORITY
  35. 5b. Add floor collision - VERY HIGH PRIORITY
  36. 5c. Implement ability to be picked up by BUBBLE (Requires 4d) - VERY HIGH PRIORITY
  37. 5d. Implement collision with BUTTON/SWITCH (Entwined with 6c) - VERY HIGH PRIORITY
  38. 5e. Implement collision with PLAYER (Requires 5a, entwined with 2d) - LOW PRIORITY
  39.  
  40. 6 - Buttons and Switches
  41. 6a. Implement basic BUTTON/SWITCH class - VERY HIGH PRIORITY
  42. 6b. Implement value to determine whether BUTTON is currently pressed (Requires 6a) - VERY HIGH PRIORITY
  43. 6c. Implement collision with PLAYER (Requires 6a, entwined with 2d) - HIGH PRIORITY
  44. 6d. Implement collision with GRABBABLE ITEM (Requires 6a, entwined with 5d) - HIGH PRIORITY
  45. 6e. Set value 6b to TRUE upon collision with PLAYER or GRABBABLE ITEM (Requires 6b, 6c, 6d) - HIGH PRIORITY
  46. 6f. Implement a BUTTON/SWITCH variant that sets value 6b to FALSE if it no longer detects collision with PLAYER or GRABBABLE ITEM (Requires 6b, 6e) - MEDIUM PRIORITY
  47. 6g. Implement collision with ENEMY and alter 6e and 6f to also work for enemies - LOW PRIORITY
  48.  
  49. 7 - Doors
  50. 7a. Implement basic DOOR class - VERY HIGH PRIORITY
  51. 7b. Add ability to open and close door - VERY HIGH PRIORITY
  52. 7c. Implement collision with PLAYER - VERY HIGH PRIORITY
  53. 7d. Implement collision with GRABBABLE ITEMS - VERY HIGH PRIORITY
  54. 7e. Check BUTTON/SWITCH values to determine whether to be open or closed (Requires 6b, 7b) - VERY HIGH PRIORITY
  55. 7f. Implement collision with ENEMIES - LOW PRIORITY
  56.  
  57. 8 - Enemies
  58. 8a. Implement basic ENEMY class - MEDIUM PRIORITY
  59. 8b. Add wall and floor collision - MEDIUM PRIORITY
  60. 8c. Add player collision (Entwined with 2f) - MEDIUM PRIORITY
  61. 8d. Add ability to be picked up by BUBBLE (Requires 4d) - MEDIUM PRIORITY
  62. 8e. Add health and the ability to be damaged - MEDIUM PRIORITY
  63. 8f. Add ability to take damage from thrown BUBBLE (Requires 4i) - MEDIUM PRIORITY
  64. 8g. Add ability to harm PLAYER (Requires 2e, 2f) - LOW PRIORITY
  65. 8h. Implement ENEMY AI - LOW PRIORITY
  66.  
  67. 9 - Menu Mechanics
  68. 9a. OPTIONS button - MEDIUM PRIORITY
  69. 9b. CREDITS button - LOW PRIORITY
  70. 9c. Save changed OPTIONS between game sessions - VERY LOW PRIORITY
  71.  
  72. 10 - Sound Mechanics
  73. 10a. Create Basic Sound Class - MEDIUM PRIORITY
  74. 10b. Implement All Sounds - MEDIUM PRIORITY
  75. 10c. Create functions to let other programs find the appropriate sound, and play it (Requires 10a) - MEDIUM PRIORITY
  76. 10d. Mute Volume functions (Benefits from 9a) - VERY LOW PRIORITY
  77. 10e. Separate variables for music and SFX (Requires 10a, benefits from 10d) - VERY LOW PRIORITY
  78.  
  79. 11 - Scripting
  80. 11a. Implement Basic Scripting Support - HIGH PRIORITY
  81. 11b. Add ability to alter in-game values from script (Requires 11a) - HIGH PRIORITY
  82. 11c. Add ability to spawn GRABBABLE ITEM from script (Benefits from 11b, requires 5a) - HIGH PRIORITY
  83. 11d. Add ability to spawn BUTTON/SWITCH from script (Benefits from 11b, requires 6a) - HIGH PRIORITY
  84. 11e. Add ability to spawn ENEMY from script (Benefits from 11b, requires 8a) - LOW PRIORITY
  85. 11f. Add ability to create custom events - LOW PRIORITY
  86.  
  87.  
  88. 12 - Level Editor
  89. 12a. Create Basic Level Editor Program - MEDIUM PRIORITY
  90. 12b. Add ability to write to script file (Requires 11a) - MEDIUM PRIORITY
  91. 12c. Add ability to choose what WORLD file to load - MEDIUM PRIORITY
  92. 12d. Detect and highlight which tile the cursor is on (Requires tile-based collision file) - MEDIUM PRIORITY
  93. 12e. Implement ability to place GRABBABLE ITEMS (Requires 5a, 12b, 12d) - MEDIUM PRIORITY
  94. 12f. Implement ability to place BUTTON/SWITCH (Requires 6a, 12b, 12d) - MEDIUM PRIORITY
  95. 12g. Implement ability to place PLAYER SPAWN POINT (Requires 2a, 12b, 12d) - MEDIUM PRIORITY
  96. 12h. Implement ability to place DOOR (Requires 7a, 12b, 12d) - LOW PRIORITY
  97. 12i. Implement ability to place ENEMY (Requires 8a, 12b, 12d) - LOW PRIORITY
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