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evocell's Issues

Shots/Minute should be limited

Make CSS bar with weapon heat from black to red (needs to cool before you can shoot again)

Make a css health bar (from green to yellow to red

Katamari mit evocell engine

  • Traegheit (gross ist traeger)
  • Groesse
  • Sammelt cellen
  • verschiedenartige gegner (untersch. farben // rot gegner oder so)
  • when in doubt, what would prince do? regex machen fuer tasks
  • idee von gabi (tadaa! in le credits)

Genres?

  • Katamari
  • Tower Defense
  • Space Shooter
  • ?

Intro to Story Mode Game

  • Zoom in on giant robot and then arrive at cell level
  • FIRST GOL gliders and spaceships
  • first only gliders but then larger spaceships
  • first dont move, use gun (btw: explain gun in story part)
  • move and pickup and navigation
  • first target is "obelisk"
  • introduce weapon screen (this is a unix system i know how to use that)
  • add lots of pop refereces

Palette Editor

  • One editor to allowing savin/loading of named palettes
  • assign palette to layers via existing layer dialog

Cleanup scrollX/scrollY mess

handling of scrollX/Y is very unituitive now

influences:
*shot spawn (bomb and shot)

  • shot draw
  • shot colission detection

Get rid of jquery.gui use CSS transitions instead

  • play/pause always visible
    ** even better allow "pinning" of CCS menue bars so the user can decide what he wants to be visila at all times, other menues get activated by hovering to the sides like osx
  • Tools moved to menue at border (like about)

Subships

Borrow from RPG: you controll a group of ships and can switch to them like in:
lost vikings, day of tentacle,
You could produce one kamikaze ship per 5 minutes or something like this related to #6 (remote controllable shots)

parallax scroll improvements

  • is not smooth because is done on pixel layer (need combination of smooth and step scrolling I think)
  • multiple parallax scroll (easy)

implement shield

as spreading (if != 0) but not overwriting
handwritten infinite state rule

renders as semitransparent layer (or even glow?) layer :)

input: two dishes (shield and shieldTarget == enemy for example)
output: shield (no interactuion with target since this should not change at all except being protected)

shield dies without target
shield grows into any cell with any with

parameter:
maxState
shieldDish
targetDish
extensionrate(float)

EXTENSION: regenerates if invades existinng != 0 shield states if regenerates very evil -> slow regeneration for heavy end bosses

Auto top left sticking minimizable tool windows

  • srinks in both x and y direction
  • size in x direction can be adjusted for extended mode (should auto size x when you do that or lists get wider)
  • fantazizing about possible CSS impemntation
    • use colums that are as wide as the widest content
    • drag and drop to switch columns
    • drop on center of column adds to that column
    • drop to are inbetween columns (say 100 pix near the border) add a column

Extra: make draggable in every corner (or even in all 8 sides of the screen (8 like in moore neighborhood excluding (or even including) the center)

remote controlled projectiles?

So wie das scrollen nun (28.3.2014) mit schuessen umgeht ist insofern toll, weil man damit einen ganzen kreis an schuessen gleichzeitig steuern kann waerend sie sich voneinander wegbewegen. Das ist sowas wie gesteuerte schuesse. Daraus ein feature der atomic bomb?

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