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chronofist's Issues

Fonts

  • UI font
  • Dialogue font

Basic HUD implementation

  • Health bar
  • Health bars swapping when health drops
  • Move HUD out of the way if player screen pos comes near
  • Currency
  • Time

Level loading/unloading

Levels have 'neighbours':
image

At any one time, we should only have the level that the player is plus its neighbours loaded.

Player Death Drop

We discussed adding a death drop - where if you die, you'll leave behind whatever resources you have left. If you die from low time, you'll drop your HP, if you die from low HP, you'll drop your time. Think Hollow Knigth shade, but it won't run or try and fight you - just an item. Will sprite a collectible, ofc. Just wanted to confirm that y'all are good with this, idea-wise.

Pausing

  • Continue
  • Quit Run

Unpausing should have a 3...2...1...go! countdown as time is quite literally of the essence.
Can implement with something similar to the TimeEffect.

Player health & death

Design decisions:

  • Discrete or continuous?

Programming:

  • Health should be generic so it can be applied to player, enemy, or static objects

Camera transitions between levels

When the player moves to another level, the camera should pan (and perhaps time should be paused).

Each level has a trigger Collider2D that we can use to figure out which level the player is in. Note this needs to not be on the Level layer, else the player will collide with it, but the child tilemap must be on the Level layer (!). Perhaps we should automatically apply change the layer via a script on the world.

Set up resolution

  • Decide world-space resolution
  • Render world SD
  • Render letterboxes, or support many aspect ratios (unsure how Unity does this?)
  • Render UI HD

Time resource

  • Goes down when not in a safe zone (#52)
  • UI to show amount of time left (how do we show this? a progress bar? num min/secs?)

Jumping in tight space causes player to fall through world

If you are stood in a tight 1-high space like the below image and jump, you fall through the world. Note this isn't a visual issue

image


This state is solved when you fall down like this which maybe implies this is a bug with Gravity.cs

image

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