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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-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-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-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-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:

  1. 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)
  2. 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-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-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-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-22 - Improve Spawners

Maybe use collision to check if spawner blocked or not

Abstract what spawner spawns

Maybe even abstract spawn trigger

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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