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battlearena's Issues

Minor Animation Tricks

It would be cool to have some of this animation polish:

  • some sort of flash or "teleporting" animation when characters respawn (could be re-used for sallie's special).
  • some sort of sword swipe swooshy animation thing, like in starbound (this would actually make melee damage/collision easier).

Provide Better Knockback

The weapon knockback is very crude. Currently, characters jump back instantly, we want them to be pushed back over a few frames.

Create Sample Arena

chop up the tileset, create sprites and objects, organize resources, and create the first room.

Support Falling Off Arena Death

Currently, falling off the arena means you fall forever. When a player falls off the bottom of the screen, do the following:

  • deduct a life
  • reset HP to 100
  • reset position to original spawn point

Support Flying

Aerie can fly (well, double and triple jump in midair). The physics script needs to support this. This probably involves adding a can_fly boolean to the stats list.

Support for Climbing Ladder

Pressing up in mid-air while in front of the ladder will grab onto it. Then holding up or down will climb or descend the ladder. Pressing jump while holding the ladder will allow you to jump off.

Implement Semi-Solid Platforms

Semi-solid platforms are ones that you can only land on from above. Pressing down while standing on a semi-solid will drop you down through it.

In the Knoll, these will be the background grass platforms and the bridges.

Add Various Sound Effects

Need sfx for:

  • firing a rocket (some sort of whooshing rocket noise?)
  • the rocket explosion
  • sallie's special (a teleport noise)
  • ruff's special (a stomping or echoey booming noise)
  • aerie's special (maybe a bird screech?)
  • penn's special (still not sure what this will be...)

This list will probably be expanded as new stuff is added.

Have Characters Hold Guns

It would be neat if characters actually held their arms out while standing/walking/running/jumping and we drew a gun sprite in their hands, and swapped out the gun sprite when they switch weapons.

Support Controllers

Devise our system for supporting multiple input devices. Create scripts to do it all intelligently.

Create Character Select Screen

Right now, the character select screen goes straight to the arena without doing anything. Take out that logic and add in functionality.

Restrict Midair Control

We want to be able to control movement mid-air (for recovery), but we can make it less controlled.

This probably means acceleration (similar to what we want while running), but with a lower cap.

Basic Physics, Jumping

Tapping jump moves the player up a certain distance. Don't worry about acceleration / deceleration.

Support Shorthops

Tapping the jump button should result in a short hop, while holding it slightly longer should result in a full jump.

Making Jumping and Gravity Non-Linear

Jumping looks stuttery because it's linear (there's no acceleration due to gravity). Fix this by adding acceleration and deceleration. This probably involves adding a terminal velocity as well.

Slopes are Buggy

Characters sometimes (often) fall through the bridge on the sloped parts.

Support Zero HP Death

If a player hits zero HP, they should die. Note that there is not currently anything that deducts HP yet. When a player hits zero HP, do the following:

  • deduct a life
  • reset HP to 100
  • reset position to original spawn point

Implement Jumping/Free Fall Animation Logic

Jumping animations are a lot more complicated than walking and running. We can't just set the sprite and hit play. We need to manually transition frame by frame: there is a crouch right at the beginning, the next frame is for traveling upward, there is a frame for the apex of the jump, another for traveling downward, and a crouch for when we land.
We also need to distinguish between a standing jump and a running jump. This could also change halfway through the jump: we might start with a standing jump, but then pick up some horizontal speed mid-jump and need to land in a running position.
If we're free-falling (like if we walked off a cliff), we'll just treat that as having passed the apex of the jump already and start the animation at the descending frame.

Pause Menu

We need a pause menu. Especially since the game can't be quit now that it's full screen.

Add Placeholders for All Characters

Just recolor our placeholder strip and load in all the objects and sprites. The objects for each character should have custom stats for movement speed, jump height, etc.

Basic HUD

Needs to show health and lives for each player, list of weapons, amounts of ammo, and which weapon is currently selected.

Generalize Physics Code

Move physics code to an external script so that it can be added to characters with a single line.

Implement Walking/Running/Idle Animation Logic

This involves laying down the groundwork for animations. When standing on solid/semisolid platforms, animations should transition smoothly between idle, walking, and running, based on character movement. They should also face left and right depending on which way the character is moving.

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