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tallowmere2's Issues

Mashing potion button: null ref

7:48:05, Frame 61151, EXCEPTION » NullReferenceException: Object reference not set to an instance of an object
>>>>> CRITICAL ERROR >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Tallowmere2.CreatureState_DrinkingPotion.Update ()

Add weapon mechanic descriptions

As weapons tend to behave very differently from each other, weapons should have mechanic descriptions added for clarification to avoid user confusion.

Should line-of-sight traps have a delay?

For line-of-sight traps, should a small delay (and animation/effect) be added before the trap triggers? You can zip past traps quickly, though the Lightning trap homes in on you.

Would a small .15f delay be cool if the trap's eyes lit up or something?

Add alterant: Magnetism

To let coins and keys come to the player when within range.

And one to attract souls too.

Should enemies about-face immediately?

Suggestion from user: Don't have enemies immediately about-face if they are facing away from you. Currently, enemies spot you the moment their chest has clear line of sight to your character, even if they had their back turned away from you.

To investigate: Would this create enemies being too easy if you could just wait for them to turn away from you before attacking, or would it feel okay?

Allow manual aiming for throwable items/weapons?

While Tallowmere is largely about auto-aiming for ranged weapons (within reason), should lobbable weapons and items be able to be manually aimed if desired? (Grenades, Keys)

For controllers, you could hold the Right Stick to aim, then press Attack to launch in the aimed direction.

For mouse, perhaps holding Ctrl would enable the aiming.

Waypoints don't work

Waypoints should let you warp back to the home room and then back to where you were, like Tallowmere 1.

There was a time in Tallowmere 2's development where waypoints could let you select which room, floor, or dungeon to port to, but this has been scrapped. Lady Tallowmere's dungeon is just one long dungeon and you want to keep pressing forward, not dance around from area to area.


In progress. Additional bug: When holding a key and going through a waypoint, key's glow position becomes incorrect. Need to decide if keys can go through waypoints with you.

Quick Load doesn't work after death

While this is likely a dev/alpha/testing feature, Quick Load currently doesn't work after you die during the "You Have Died" sequence.

If I am to re-implement allowing a non-permadeath mode, Quick Load should definitely work post-death.

To consider: how does this tie in with high scores, permadeath, savefile deletion, etc.

World objects can get stuck between blocks

Currently, each block consists of a BoxCollider2D, and Unity likes to allow other colliders (eg creatures, keys, or coins) to get stuck between said blocks in certain scenarios.

The solution to this in Tallowmere 1 was done in two parts:

  1. Create invisible colliders between each block (branched off as issue #48), and
  2. Check frequently to see if every world object is within the boundaries of the dungeon. This is done by adding a trigger to each background wall texture and perform point casts to ensure every world object is in front of a wall texture. If an object is in front of a wall texture, record the position as the object's last known good position. If an object is not in front of a wall texture, warp the object back to its last known good position. (DONE)

Keyboard input issues on Linux

On Linux (Ubuntu 18.04 x64), there are some very strange input issues not found on the Windows version.

It feels like KeyDown and KeyHeld presses are being lifted as KeyUp every other frame.

Holding Right Arrow for the Raise Shield action results in shield being raised and lowered sporadically.

Additionally, when holding ~ to action Toggle Dev Console, the dev console opens and closes over and over again on Linux, whereas on Windows it just opens and stays open as intended.

Create ground pound special attack

Since items had/have the ability to have a "special" modifier (bound to a special button/action), add a special that slams your creature down onto the ground, damaging nearby enemies.

Scythe + Flash of Light: Null ref upon hitting enemy

7:25:35, Frame 124496, LOG »  CREATURE RECEIVED DAMAGE: creatureNetID NetID: Master2, amount 1. currentHealth before applying damage: 10
7:25:35, Frame 124496, LOG »  FLASH OF LIGHT - ON RECEIVED DAMAGE
7:25:35, Frame 124496, LOG »  FLASH OF LIGHT - TOTAL CREATURES HIT: 3
7:25:35, Frame 124496, LOG »  FLASHING LITE BECAUSE ENEMY IS HIT
7:25:35, Frame 124496, LOG »  CREATURE RECEIVED DAMAGE: creatureNetID NetID: Master257, amount 1. currentHealth before applying damage: 1
7:25:35, Frame 124496, LOG »  FLASHING LITE BECAUSE ENEMY IS HIT
7:25:35, Frame 124496, LOG »  CREATURE RECEIVED DAMAGE: creatureNetID NetID: Master256, amount 1. currentHealth before applying damage: 2
7:25:35, Frame 124496, LOG »  NOT FLASHING BECAUSE CREATURE IS PLAYER

7:25:35, Frame 124496, EXCEPTION »  NullReferenceException: Object reference not set to an instance of an object
>>>>> CRITICAL ERROR >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Tallowmere2.Weapon.MakeMeleeWeaponHitSomethingSolidIfNeeded ()
Tallowmere2.Scythe.OnWeaponUpdate ()
Tallowmere2.Weapon.OnUpdate ()
Tallowmere2.CreatureBody.Update ()

Flash of Light + Life Leech = OP

Scenario: You get hit, enemies get hit with Flash of Light in return, and you get healed from the enemies receiving damage.

Currently, Life Leech is a passive trait you can invest points into - not sure I want this to stay or not.

If Life Leech is to stay, it might need a cooldown, or only a small chance to proc, or perhaps just should not proc with Flash of Light.

Enable language translations

Internally, translated languages are ready to be selectable, but strings need to be translated.

The web-based translation tool needs to be completed and integrated.

Unknown controllers being instantiated

User says, Main Menu > Options > Input > Controller Info says there are 3 connected controllers, one XInput Controller and two "unknown controllers"

6:50:29, Frame 60, LOG »  [InControl] Joystick 2: "vJoy - Virtual Joystick"
6:50:29, Frame 60, LOG »  [InControl] Joystick 3: "vJoy - Virtual Joystick"
6:50:29, Frame 60, LOG »  InControl.InputDevice attached and instantiated: XInput Controller
6:50:29, Frame 60, LOG »  InControl.InputDevice attached and instantiated: Unknown Device
6:50:29, Frame 60, LOG »  InControl.InputDevice attached and instantiated: Unknown Device

Need to add check to ensure devices are not instantiated if they do not have proper buttons.

Poison tick damage null ref upon slay

7:04:36, Frame 50666, LOG »  CREATURE RECEIVED DAMAGE: creatureNetID NetID: Master89, amount 1. currentHealth before applying damage: 1

7:04:36, Frame 50666, EXCEPTION »  NullReferenceException: Object reference not set to an instance of an object
>>>>> CRITICAL ERROR >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Tallowmere2.Creature.Slay (Vector2 fromPosition)
Tallowmere2.CreatureStruct.ReceiveDamage (Tallowmere2.Creature fromCreature, Vector2 fromPosition, DamageBlob damageBlob, Tallowmere2.Trap fromTrap)
Tallowmere2.Debuff_Poisoned._OnUpdate ()
Tallowmere2.Debuff.OnUpdate ()
Tallowmere2.CreatureBody.Update ()

Thrown keys should hurt enemies

When throwing a key, enemies should be able to be hit by keys, because it'd be fun and cool.

Further consideration: Should keys stun enemies? Or have a chance to? Keys could become powerful weapons with if the player had certain passives perhaps 😜

Need to add Stealth

Should recreate Tallowmere 1's Emerald Dagger, and add modifiers/passives/buffs/skills that grant stealth.

AoE performance issues

Lightning, Flash of Light, Giant's Toe -- when the game checks for nearby creatures, performance suffers.

Corridor trigger is too close to entrance spawn point

When entering a room, it is too easy to go west and enter the corridor trigger to transition to the previous room.

Need to add another block or two to the west, and have your spawn point be further from the trigger.

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