ozzyria's People
ozzyria's Issues
OZ-23 - Add Animation / Refactor Renderables to be more data-driven
Work out how exactly to do animated sprites + make renderables more data-driven
Currently have to add to the enum 'SpriteType' evertime adding a new sprite... this doesn't scale well
Ideally manage this in some sort of file or scan resource directory dynamically or something
One approach may be to generate a file to map sprite textures and locations to a number and have that file on both the server and client
OZ-28 - Networking Update
Chunk the packets sent between client and server
Use threading/tasks to wrap processing sending/reading packets
Add in “Tick Number” to packets from server and client so we can know if a packet was missed or dropped or whatever
OZ-8 - [Map Editor] Saving/Loading Maps
OZ-6 - [Map Editor] Support Entity Prefabs
Imported from https://bitbucket.org/colegarien/ozzyria/issues/6/map-editor-support-entity-prefabs
allow adding / editing / removing Entity prefabs to make it easier to place entities
OZ-9 - [Map Editor] Saving/Loading Maps
Imported from https://bitbucket.org/colegarien/ozzyria/issues/9/map-editor-saving-loading-maps
serializing / deserializing + saving / loading maps
OZ-29 - Reflection Improvements
Simplify some of the reflector and serialize/deserialized business for entities
Minimally get rid of the Option Attribute + make serial/deserialize when entities properties changes
OZ-14 - ECS Upgrade
Currently doing a whole lot of E and doing a whole lot of C but there are currently no encapsulated Systems
make Physics System for movements and resolving collisions
make Render System for rendering things
Debate whether to move more toward a “Intent” driven approach instead of having any logic in the actual components
Also might need to wait until figuring out how the entity manager and etc are going to work with mutiple maps being loaded at the same time
OZ-20 - Scale and zoom based on resolution
Right now graphics render inconsistent based on monitor resolution. And higher resolution monitors can see more game
Problem:
If you have a high-res monitor the graphics are tiny
If you have a low-res monitor the graphics are huge
Solution:
Add some kinda fancy "zooming" to the rendering in the Client so the graphics looks consistently sized on most monitors
OZ-28 - Networking Update
Chunk the packets sent between client and server
Use threading/tasks to wrap processing sending/reading packets
Add in “Tick Number” to packets from server and client so we can know if a packet was missed or dropped or whatever
OZ-12 - Refactor Serialization
Currently Serializing/Deserialize logic is spread in two projects
It needs to be centralized and cleaned up; also need to think about how to benefit tooling for making prefabs?
OZ-31 - Construction Kit wont update z-level in maps
annoying thing where if you change the z-level in the tileset there is no easy way to update z-level of the tiles in maps, right now you gotta erase and re-paint the tiles (can’t even do a Fill to refresh teh z-level from teh metadata)
OZ-23 - Add Animation / Refactor Renderables to be more data-driven
Work out how exactly to do animated sprites + make renderables more data-driven
Currently have to add to the enum 'SpriteType' evertime adding a new sprite... this doesn't scale well
Ideally manage this in some sort of file or scan resource directory dynamically or something
One approach may be to generate a file to map sprite textures and locations to a number and have that file on both the server and client
OZ-19 - Rework Transition-able Tiles
Make transition tiles easier to maintain, maybe even implement marching cubes.
Main plan is to have generic ‘transition’ pieces and then combine and texture them based on the transition
OZ-27 - Implement Doors/Movement Between Maps
Maybe intially not worry about unloading entities from context (may be a future problem)
OZ-13 - Refactor Rendering Layers
Currently the way fencing and paths work is a bit shit
I think there maybe be a few things to tighten up Rendering System wise first, but I this this could be as simple as adding a renderorder/z-index or something to Renderables
OZ-13 - Refactor Rendering Layers
Currently the way fencing and paths work is a bit shit
I think there maybe be a few things to tighten up Rendering System wise first, but I this this could be as simple as adding a renderorder/z-index or something to Renderables
OZ-10 - [Map Editor] auto-calculate tile images
Imported from https://bitbucket.org/colegarien/ozzyria/issues/10/map-editor-auto-calculate-tile-images
On save the transition tiles + fencing tile images should be auto-calculated
OZ-4 - [Map Editor] Add Entities into map
OZ-16 - Make Roads Render Right
OZ-26 - [Map Editor] move to winforms (or some real UI library)
Running at the upper limit of what is reasonable for the hand-rolled sfml ui library.
To increase productivity of feature expansion to the map editor ( to be renamed construction kit ) it needs to be migrated to a fuller featured UI library. While winforms is not cross-platform, its a step in a decent direction productivity-wise
OZ-29 - Reflection Improvements
Simplify some of the reflector and serialize/deserialized business for entities
Minimally get rid of the Option Attribute + make serial/deserialize when entities properties changes
OZ-27 - Implement Doors/Movement Between Maps
Maybe intially not worry about unloading entities from context (may be a future problem)
OZ-1 - [Map Editor] Enhance UX
Imported from https://bitbucket.org/colegarien/ozzyria/issues/1/map-editor-enhance-ux
As of right now UX is shit, lots of tricky mouse command.
- Make a “Tool Box”
- Add a Layers Window with small preview of Layer
- Shortcut Keys for tools
- Menu bar for actions like saving and loading
OZ-17 - Loading Maps in Editor
Load existing maps
Need to think how to effectively keep tracking of these maps? Maybe that's a later problem and for this I can just save/load the existing map
OZ-17 - Loading Maps in Editor
Load existing maps
Need to think how to effectively keep tracking of these maps? Maybe that's a later problem and for this I can just save/load the existing map
OZ-19 - Rework Transition-able Tiles
Make transition tiles easier to maintain, maybe even implement marching cubes.
Main plan is to have generic ‘transition’ pieces and then combine and texture them based on the transition
OZ-20 - Scale and zoom based on resolution
Right now graphics render inconsistent based on monitor resolution. And higher resolution monitors can see more game
Problem:
If you have a high-res monitor the graphics are tiny
If you have a low-res monitor the graphics are huge
Solution:
Add some kinda fancy "zooming" to the rendering in the Client so the graphics looks consistently sized on most monitors
OZ-18 - Data-Driven Maps
Tile Types, Texture Coordinates and Tile Sets and etc should all be configured via config files
Could require making a ‘Content’ project to centralize all the maps, images, and etc
OZ-31 - Construction Kit wont update z-level in maps
annoying thing where if you change the z-level in the tileset there is no easy way to update z-level of the tiles in maps, right now you gotta erase and re-paint the tiles (can’t even do a Fill to refresh teh z-level from teh metadata)
OZ-26 - [Map Editor] move to winforms (or some real UI library)
Running at the upper limit of what is reasonable for the hand-rolled sfml ui library.
To increase productivity of feature expansion to the map editor ( to be renamed construction kit ) it needs to be migrated to a fuller featured UI library. While winforms is not cross-platform, its a step in a decent direction productivity-wise
OZ-32 [Editor] Large Map Support
The map editor currently relies on a lotta hacky linq. This is mostly fine for small 32x32 maps but trying to edit a reasonably sized 256x256 completely stalls the editor as all layer get filled up.
Two things:
- Should update the underlying data-structures to scale more better regardless of map size (could be as simple as donig some dictionary type bidness by X and Y coords)
- Update the rendering logic to chunk the map view and only render pieces of the map once. i.e don't re-render the entire map for every little thing
OZ-11 - [Map Editor] auto add bounding boxes for fencing
Imported from https://bitbucket.org/colegarien/ozzyria/issues/11/map-editor-auto-add-bounding-boxes-for
automatically generate optimized bounding boxes for fencing placed on the map
OZ-21 - Add good logging mechanism
OZ-5 - [Map Editor] use game textures
Imported from https://bitbucket.org/colegarien/ozzyria/issues/5/map-editor-use-game-textures
Allow using Game Textures for Map Viewer window
OZ-11 - [Map Editor] auto add bounding boxes for fencing
Imported from https://bitbucket.org/colegarien/ozzyria/issues/11/map-editor-auto-add-bounding-boxes-for
automatically generate optimized bounding boxes for fencing placed on the map
OZ-10 - [Map Editor] auto-calculate tile images
Imported from https://bitbucket.org/colegarien/ozzyria/issues/10/map-editor-auto-calculate-tile-images
On save the transition tiles + fencing tile images should be auto-calculated
OZ-24 - Create Multi-Floored Tower
Flex layering system by creating a multi-floored building
OZ-30 - Graveyards
Player death is janky af right now, instead of exploding the entity death should work like this:
Player dead
Player Thought removed and Corpse is shown
Client shown “dead blah blah to respawn”
Client requests respawn
On Respawn push player to last used or assigned graveyard
OZ-22 - Improve Spawners & Doors
Maybe use collision to check if spawner blocked or not
Abstract what spawner spawns
Maybe even abstract spawn trigger
OZ-21 - Add good logging mechanism
OZ-14 - ECS Upgrade
Currently doing a whole lot of E and doing a whole lot of C but there are currently no encapsulated Systems
make Physics System for movements and resolving collisions
make Render System for rendering things
Debate whether to move more toward a “Intent” driven approach instead of having any logic in the actual components
Also might need to wait until figuring out how the entity manager and etc are going to work with mutiple maps being loaded at the same time
OZ-12 - Refactor Serialization
Currently Serializing/Deserialize logic is spread in two projects
It needs to be centralized and cleaned up; also need to think about how to benefit tooling for making prefabs?
OZ-3 - [Map Editor] Add layer editing
Imported from https://bitbucket.org/colegarien/ozzyria/issues/3/map-editor-add-layer-editing
allow painting individual layers of the map
OZ-18 - Data-Driven Maps
Tile Types, Texture Coordinates and Tile Sets and etc should all be configured via config files
Could require making a ‘Content’ project to centralize all the maps, images, and etc
OZ-2 - [Map Editor] Paint in Ground/Water/Fencing
Add UI Library for Game (like Myra)
Eventually add a UI-library for game HUD, rolling a new one is no fun
OZ-16 - Make Roads Render Right
OZ-22 - Improve Spawners
Maybe use collision to check if spawner blocked or not
Abstract what spawner spawns
Maybe even abstract spawn trigger
OZ-24 - Create Multi-Floored Tower
Flex layering system by creating a multi-floored building
OZ-30 - Graveyards
Player death is janky af right now, instead of exploding the entity death should work like this:
Player dead
Player Thought removed and Corpse is shown
Client shown “dead blah blah to respawn”
Client requests respawn
On Respawn push player to last used or assigned graveyard
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