madcowd / foolsrevenge Goto Github PK
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Stealth game for the Nar8 jam
It could avoid some ugly rendering overlaps if entities were sorted by y-coordinate before rendering them
Music will play in two layers. The first layer is ambient and slowly builds tension. It loops constantly. The second layer is fast and intense. It only plays when fast action is taking place, such as combat or a chase.
Should include independent sound and music options.
I can accomplish this by attaching a large view-shaped sensor on every human NPC's body. When other human bodies collide with the view sensor, NPCs will perform a raycast to make sure the other entity is within their line of sight and also check to make sure it's standing in a lit area
x5 damage
This assigned to both of us
NPCs should have a map of AI states to update scripts. For example, when in patrol state, entities run their patrol script
In prison with no keys = game over. Execution. Over the top cell closes sound.
Escape = flag 0 0 1
These would make for good polish once we have the story structure down:
2 layered tracks, with the more intense layer played over the less intense layer when the player is discovered
EntityManager.getEntitiesInRoom() used to make sure the Fool has cleared out the hallway before opening the front gate
doors need durability for destruction, and entities with proper keys need to be able to open them
Footsteps will sound differently on grass than on stone floor
do this with a tile property, not manually placed objects
This looks reallz ugly. It's way to jagged, either smooth it out or stop it completely. See fool script. <3.
nearby entities are alerted of sounds and must react to them
Script command to end the game
The player collects these and uses them at will. They do not regenerate instantly, but at an adjustable rate we can balance
NPCs should pick up items such as keys and health potions that drop from their enemies, unless they are already holding an item. This way, the rebels can penetrate locked castle rooms by retrieving keys
@MadcowD this is the physics glitch I described to you earlier and you said it was related to the walls having infinite mass
Culling is performed based solely on position, not based on sprite bounding rectangles, so entities can pop in at the edge of the screen while visible.
The player should only hear sounds that are close by
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