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magicalviolence's Issues

Spells leaving invisible clone?

Spells seem to leave an invisible clone (?) of themselvs where they were cast, and when a player goes through it the spells plays it's "death" animation

Sound feedback when starting match

In the character select screen, there should be a sort of sound to identify that the game is starting the game, since there is a short loading.

Some flash adaptors cause bugs to Input.get_connected_joysticks

Xbox Controllers work fine, but Mayflash Adaptor breaks it in the following manner:

When connected, get_connected_joysticks() returns [0, 1]. However, if disconnected and reconnected, it returns [1, 2], then [2,3], until we get to the point where it can get greater than 4, and break some of the logic in our code.

This is important, because we have to choose whether we wish to support more kinds of controllers and fix this issue (which is a Godot issue, we would have to work around it), or just stick to the Xbox/PS4 controllers.

Lock spell casting and detonating/reactivating spells

It's necessary to lock spell casting when it is required to press the spell button again to activate a spell's secondary effect in case it exists.

As it is implied above, some spells have a secondary effect (e.g.: shooting leaves from the Leaf Shield or detonating a Fireball) and so the spell button must be pressed to activate them. Such behaviour needs to be implemented.

Deficientes mentais participando do projeto

Alguém sempre dá push com alguma merda de projétil invisível. Nesse ritmo, cometerei um crime de ódio.

Além disso, alguém encolheu bastante do tamanho do projétil de fogo nível 3, e duvido q tenha sido intencional.

Implement ability to disable keyboard

Self-explanatory. Study more of godot to find the best way.

Some methods in Input class can be useful (namely add_joy_mapping() and remove_joy_mapping())

Stages

Ideally multiple stages with minor differences (size, obstacles in different places, etc...)

Remove attrition in characters

Since we are adding knockback, this is needed to make sure nobody is going to be analy raped on the walls by the bullet bubbles

Implement Axis Controller Customization

This is not fully necessary, but doing so will require the following:

We will preferably create a new section on the ConfigFile, named "Joystick Axis";
we will then need to refactor the button logic, so it works with axis.
The "Button" inside the container will need to be called "Axis", and then connect the signals
correctly, and so on, so forth.

Camera

Current camera is seizure inducing. Camera should either be totally reworked or removed in favor of a static camera.

Make the keyboard count as an device

There are many ways to do so. The less intrusive way is to have a flag that notifies if keyboard is being used. Then, make all controller ids += 1, and stop accepting new controllers at 3, instead of 4.

This is going to be implemented best when we have a concrete structure.

Fire spells sprites

Fire level 3 could be a rescaling of another leveled fire spell, but levels 1 and 2 must be different.

Keyboard Compatible control mapping

PC exclusive games should have keyboards in mind, since its what most people will use anyway.

I don't get this weird fetish with controllers man. I mean, I could smell it, you clearly put the controller up you butt at some point. Like, you can do your weird stuff if you want, but most people don't ...uhm ...love their controllers so much, and we shouldn't expect they to.

Add knockback

Probably a fixed knockback in take_damage() function, in Character.

Is needed to counter the chees strategy of humping your enemies and spamming level 1 water spell on them.

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