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foolsrevenge's Issues

Entity render sorting

It could avoid some ugly rendering overlaps if entities were sorted by y-coordinate before rendering them

Music

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.

Options Menu

Should include independent sound and music options.

Line of sight player detection

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

NPC Script States

NPCs should have a map of AI states to update scripts. For example, when in patrol state, entities run their patrol script

Prison escort and escape

In prison with no keys = game over. Execution. Over the top cell closes sound.

Escape = flag 0 0 1

Blood particle effects & corpses

These would make for good polish once we have the story structure down:

  1. Blood particles fly from characters when they are injured.
  2. Characters leave corpses and bloodstains when they die.

Music System

2 layered tracks, with the more intense layer played over the less intense layer when the player is discovered

Entities open doors

doors need durability for destruction, and entities with proper keys need to be able to open them

Footstep sounds

Footsteps will sound differently on grass than on stone floor

Endgame

Script command to end the game

Health Potions

The player collects these and uses them at will. They do not regenerate instantly, but at an adjustable rate we can balance

Entities pick up items

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

Infinite Mass Glitch

@MadcowD this is the physics glitch I described to you earlier and you said it was related to the walls having infinite mass

Entity pop-in

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.

Sound system

The player should only hear sounds that are close by

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