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- 1 - Camera
- 1a. Set and lock camera viewpoint to a certain angle - VERY HIGH PRIORITY
- 1b. Camera follows player unless doing so would show out-of-bounds area - VERY HIGH PRIORITY
- 1c. ability to use .ini to change camera position - MEDIUM PRIORITY
- 2 - Player
- 2a. Implement basic PLAYER class - VERY HIGH PRIORITY
- 2b. Add wall and floor collision - VERY HIGH PRIORITY
- 2c. Implement controls (Entwined with 3) - VERY HIGH PRIORITY
- 2d. Add prop collision (Entwined with 5e, 6b) - HIGH PRIORITY
- 2e. Add health and the ability to be damaged - MEDIUM PRIORITY
- 2f. Add enemy collision - MEDIUM PRIORITY
- 3 - Controls
- 3a. Make player follow control input (Entwined with 2c) - VERY HIGH PRIORITY
- 3b. Implement player movement (Requires 3a) - VERY HIGH PRIORITY
- 3c. Spawn bubble in front of player (Requires 4b) - HIGH PRIORITY
- 3d. Pop bubble (Requires 4b) - HIGH PRIORITY
- 3e. Throw bubble in the direction player is facing (Requires 4) - HIGH PRIORITY
- 3f. Implement mouse aim for throwing bubble (Aim Mode) (Requires 4) - MEDIUM PRIORITY
- 4 - Stasis Bubble
- 4a. Implement basic BUBBLE class - VERY HIGH PRIORITY
- 4b. Implement ability to spawn and pop - VERY HIGH PRIORITY
- 4c. Implement movement (Benefits from 3e) - HIGH PRIORITY
- 4d. Implement ability to hold items (Requires 5a) - VERY HIGH PRIORITY
- 4e. Drop item when popped (Requires 4c, 4d) - HIGH PRIORITY
- 4f. Implement wall collision (Requires 4c) - HIGH PRIORITY
- 4g. Pop bubble upon collision with wall (Requires 4f) - HIGH PRIORITY
- 4h. Implement enemy collision (Requires 4c) - MEDIUM PRIORITY
- 4i. Pop bubble upon collision with enemy (Requires 4c, 4f) - MEDIUM PRIORITY
- 5 - Grabbable Items
- 5a. Implement basic GRABBABLE ITEM class - VERY HIGH PRIORITY
- 5b. Add floor collision - VERY HIGH PRIORITY
- 5c. Implement ability to be picked up by BUBBLE (Requires 4d) - VERY HIGH PRIORITY
- 5d. Implement collision with BUTTON/SWITCH (Entwined with 6c) - VERY HIGH PRIORITY
- 5e. Implement collision with PLAYER (Requires 5a, entwined with 2d) - LOW PRIORITY
- 6 - Buttons and Switches
- 6a. Implement basic BUTTON/SWITCH class - VERY HIGH PRIORITY
- 6b. Implement value to determine whether BUTTON is currently pressed (Requires 6a) - VERY HIGH PRIORITY
- 6c. Implement collision with PLAYER (Requires 6a, entwined with 2d) - HIGH PRIORITY
- 6d. Implement collision with GRABBABLE ITEM (Requires 6a, entwined with 5d) - HIGH PRIORITY
- 6e. Set value 6b to TRUE upon collision with PLAYER or GRABBABLE ITEM (Requires 6b, 6c, 6d) - HIGH PRIORITY
- 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
- 6g. Implement collision with ENEMY and alter 6e and 6f to also work for enemies - LOW PRIORITY
- 7 - Doors
- 7a. Implement basic DOOR class - VERY HIGH PRIORITY
- 7b. Add ability to open and close door - VERY HIGH PRIORITY
- 7c. Implement collision with PLAYER - VERY HIGH PRIORITY
- 7d. Implement collision with GRABBABLE ITEMS - VERY HIGH PRIORITY
- 7e. Check BUTTON/SWITCH values to determine whether to be open or closed (Requires 6b, 7b) - VERY HIGH PRIORITY
- 7f. Implement collision with ENEMIES - LOW PRIORITY
- 8 - Enemies
- 8a. Implement basic ENEMY class - MEDIUM PRIORITY
- 8b. Add wall and floor collision - MEDIUM PRIORITY
- 8c. Add player collision (Entwined with 2f) - MEDIUM PRIORITY
- 8d. Add ability to be picked up by BUBBLE (Requires 4d) - MEDIUM PRIORITY
- 8e. Add health and the ability to be damaged - MEDIUM PRIORITY
- 8f. Add ability to take damage from thrown BUBBLE (Requires 4i) - MEDIUM PRIORITY
- 8g. Add ability to harm PLAYER (Requires 2e, 2f) - LOW PRIORITY
- 8h. Implement ENEMY AI - LOW PRIORITY
- 9 - Menu Mechanics
- 9a. OPTIONS button - MEDIUM PRIORITY
- 9b. CREDITS button - LOW PRIORITY
- 9c. Save changed OPTIONS between game sessions - VERY LOW PRIORITY
- 10 - Sound Mechanics
- 10a. Create Basic Sound Class - MEDIUM PRIORITY
- 10b. Implement All Sounds - MEDIUM PRIORITY
- 10c. Create functions to let other programs find the appropriate sound, and play it (Requires 10a) - MEDIUM PRIORITY
- 10d. Mute Volume functions (Benefits from 9a) - VERY LOW PRIORITY
- 10e. Separate variables for music and SFX (Requires 10a, benefits from 10d) - VERY LOW PRIORITY
- 11 - Scripting
- 11a. Implement Basic Scripting Support - HIGH PRIORITY
- 11b. Add ability to alter in-game values from script (Requires 11a) - HIGH PRIORITY
- 11c. Add ability to spawn GRABBABLE ITEM from script (Benefits from 11b, requires 5a) - HIGH PRIORITY
- 11d. Add ability to spawn BUTTON/SWITCH from script (Benefits from 11b, requires 6a) - HIGH PRIORITY
- 11e. Add ability to spawn ENEMY from script (Benefits from 11b, requires 8a) - LOW PRIORITY
- 11f. Add ability to create custom events - LOW PRIORITY
- 12 - Level Editor
- 12a. Create Basic Level Editor Program - MEDIUM PRIORITY
- 12b. Add ability to write to script file (Requires 11a) - MEDIUM PRIORITY
- 12c. Add ability to choose what WORLD file to load - MEDIUM PRIORITY
- 12d. Detect and highlight which tile the cursor is on (Requires tile-based collision file) - MEDIUM PRIORITY
- 12e. Implement ability to place GRABBABLE ITEMS (Requires 5a, 12b, 12d) - MEDIUM PRIORITY
- 12f. Implement ability to place BUTTON/SWITCH (Requires 6a, 12b, 12d) - MEDIUM PRIORITY
- 12g. Implement ability to place PLAYER SPAWN POINT (Requires 2a, 12b, 12d) - MEDIUM PRIORITY
- 12h. Implement ability to place DOOR (Requires 7a, 12b, 12d) - LOW PRIORITY
- 12i. Implement ability to place ENEMY (Requires 8a, 12b, 12d) - LOW PRIORITY
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