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View Code? Open in Web Editor NEWChangelog, issue tracker, and development knowledge for Tallowmere 2.
Home Page: https://tallowmere2.com
Changelog, issue tracker, and development knowledge for Tallowmere 2.
Home Page: https://tallowmere2.com
When selecting creature body and class, need to consider allowing horizontal options to be loopable when you reach the end.
7:48:05, Frame 61151, EXCEPTION » NullReferenceException: Object reference not set to an instance of an object
>>>>> CRITICAL ERROR >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Tallowmere2.CreatureState_DrinkingPotion.Update ()
As weapons tend to behave very differently from each other, weapons should have mechanic descriptions added for clarification to avoid user confusion.
Currently they are too "big" across the sides of blocks when instantiated.
Need to scaled/squished a little like in Tallowmere 1.
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?
Allow Steam to show which room number you're in on your friends list.
Issue reported by user. Could just be the Stun Bomb mechanic of not able to be thrown if no enemy is targetable being kind of confusing.
Bug or not, some text clarification on the item's description would be good to add.
Suggestion: Create modifier or rune that lets you hover in air after attacking, akin to how the Scythe and Lightning Orb currently work.
When player has a Stun Bomb, player can target enemies that are not in line of sight.
Add Discord integration, showing which room number you're in.
To let coins and keys come to the player when within range.
And one to attract souls too.
Too many particles.
In the spirit of knowing that the player can walk back to a waypoint and return home for a heal, should the game just heal the player at this point as a time-saving feature?
Or at a minimum, should this be a skull/rune/passive?
Key pickup + shield raised and/or weapon held can have key persisting as being held incorrectly. Key needs to be dropped in all cases.
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?
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.
Too much jittering, need to add point checks to prevent walking into walls.
Currently, enemies can walk towards you while a room is being revealed, resulting in a very stressful claustrophobic feeling.
Enemies should stand still for a moment so you can gain your bearings before combat starts.
Solution in Tallowmere 1 was to have an invisible force push items out of corridors, past the corridor trigger points where the user could retrieve the items again.
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.
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.
Going to need a lot of further internal testing first 🙂
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:
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.
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.
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 ()
Allow the game client to send output logs and savefiles to a server when errors occur.
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.
Anti-aliasing seems to be a framerate killer on Linux, whereas it runs fine on Windows.
Need to add different defaults for different platforms.
Let users write and submit feedback from within the game, to submit to the web server.
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.
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.
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 ()
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 😜
Branched off from issue #5, in an effort to ensure objects don't get stuck between blocks.
Those coins aren't gonna spend themselves.
On the back of the Stun Bomb line of sight bug, perhaps add a special temporary buff or blessing that lets all ranged weapons go through walls and let the player target enemies through walls for a short time.
Should recreate Tallowmere 1's Emerald Dagger, and add modifiers/passives/buffs/skills that grant stealth.
Lightning, Flash of Light, Giant's Toe -- when the game checks for nearby creatures, performance suffers.
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.
Similar to raising your shield, holding a key and facing a horizontal trap should prevent trap from triggering, so that you can fall past or jump up past the trap without taking damage.
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