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canon's Issues

Implement touch-enabled controls for mobile

At the moment, you need a keyboard (ASDW space) to play.
The mobile experience requires some kind of joystick to be present, or a native interface.

We could do: left-right movements with left thumb, angle and power with right thumb.

Find the backstory / style of the game

If we're to design a new HUD, a new map, new sprites for the characters, then we need to define first what is the flavor, style, ambiance of the game.
Is it retro? Futuristic? Both? Cartoonish? Steampunk?
Past & present sound boring to me. Mages could do, with a medieval fantastic style, although the ballistic part makes little sense (you "launch" a spell above the mountain?!).
Gunbound is cartoonish, not too serious, borderline absurd (the mobiles have eyes and mouths, just like small pets manned by their owners). I like it but we have to find something different.

Redesign the HUD

It's fugly right now and doesn't give accurate information (who is our player, HP left, last shot's power & angle).

Controls for shooting on desktop are awkward

The current system is unclear: players don't realize that they must hold space to shoot. Even if they to, they can't cancel the action so they have to shoot to full power / overshoot.

HUD is obstructing the view

The HUD should overlay the game as little as possible. If anything happens in the left corner or y>=500, we can't see the action & players anymore.
Camera movements should fix that, but for the vertical part, the HUD should be on top of nothing, and the game should be above it.

Find better & legal music

We don't have the rights to the current music and should probably find something different anyway (less... heavy?)

Performance issues

With two instances of the client + 1 server my computer starts heating off badly.

Could come from various things, but I'm confident we could fix most of it considering the game is a small 2D simple-physics simulation.

Maps can desynchronize between server and client

Not sure what the cause is yet, but the effect is that the server and the client don't agree on an explosion, and hence disagree on the map and the collision.

The client keeps predicting movements according to how he sees the map, and the server keeps sending corrections for the clients' positions.

This problem never happened before we resized the viewport. Maybe the calculations are different now?

Design 3 more weapons

The current cannon is OK-ish, a bit boring though. We don't have a clear idea of what should come next.

Bug when game skips the even rounds

To repro:
on branch planet
be red player
go to edge of planet, fall
from there, do a full power 0° shot

from then on, round 2*n will be skipped

Sound effects are terrible

Only two sounds implemented, one for shooting and one for explosion. They are both terrible. They should be replaced by something better.

Camera movement

Currently the player camera sees the entire battlefield. It should

  1. follow the current player more closely
  2. loosely follow the bullet that is fired, even if it means unzooming
  3. let the player take control of it somehow (arrows? drag and drop?)

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