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tasks.todo
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tasks.todo
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9.8kb
2403/13312 23%
2441/13312
-- set skills in 40 by default
-- when restart restore to 30
-- level manager
-- params to create a level
-- enemies as a array codified
-- Level generator
+-- width
+-- enemies
+-- platforms
-- messages
-- backgrounds
+-- title
--- upgrounds
-- color
---- music
-- Level functions
-- enemy dispatcher
-- events
+-- on player X
+-- on enemy died
--- on level start
-- mostrar title
-- tres segundos despues
-- ejecutar msj de bienvenida
--- on level ends
----- on last enemy died
--- on message ends
+-- restart
+-- start
+-- ends
+!- hit points!
+-- hit the road jack!
+-- power collides enemies
+- mostrar hitpoints
+- mostrar hitpoints del current enemy
+!- drop element recharge
+-- elemental power status
+-- agressive enemies
+-- enemy function go to hero
+-- enemy function run away from hero
-- optimizar collision de enemypowers
+!- particle death
+!-- elemental rules of damage
+-- check collision
+-- diagonal attacks
+!-- viewport x cuando se devuelve esta extraño
-- enemy generator
+-- name
+-- type
+-- sprite
+-- pos x, y
+-- vx
+-- mov descriptor
+-- hp
+-- pixel size
+-- coldown
+-- trigger
+-- monster faces: no hace falta?
+-- and names : XD
-- book monster: dictionary with all the different configuration for monsters
-- level configurations
!-- if a monster fall remove...
- viewport x again
+---- enemies with simple AI
---- implements textures for the backgrounds
---- implements sound management
--- background music
--- sound effects
--- encrypted sounds way
+---- gulp builder
+---- copy
+---- concatenation
+---- minification
+---- uglify
+---- zipping
+---- animation preview in the sprite editor.
+-- implement camera tracker
+-- save the generator level
-- solo validar el que se encuentra en el mismo index.
!-- from the virtualwar
---- use the simple js audio
---- create backgrounds using masks
---- reserved word 'with'
--- ncanvas to create new patterns
--- storms?
--- hills?
--- bricks?
-- calculates the velocity in y
+---- gravity
+--- launch powers
+--- add collisions
--- levels
+--- animation
+--- camera
+--- transition between animations
--- enemies
--- elementals: pure elements life been
--- 3 levels
--- wizards
--- acolito
--- wizard
--- great master
--- demons
--- minions
--- spectres
--- gods
--- energy powes
--- save stats
-- keys pressed and keys one pressed...
--- show texts...
--- make a history to follow?
-- bosses
--- about the game play
-- you are a wizard in the world of the AnarQuy
-- after steal the elemental stone<vier> from the demons of exacra you won the ability of control the basic four elements allowing you to became the most powerfull wizard in the orb.
-- but... there are forces that wants the power that you have... and think you have more power that you deserve.
-- the wizards of the AnarQuy decides to defeat you and steal the elemental stone.
-- the way to stop the attacks from the wizard is to destroy them
-- once you destroy the 4 masters of the elements you go for the big master of the AnarQuy
-- when you became the big master, the demons arrive to your palace to recover the vier stone
-- the sons of the gods destroy the cofrady to fight against you.
---- levels
-- 1 enter the orb, attacks from different elementals.
-- 2 against air master
-- 3 against earth master
-- 4 against fire and water masters
-- 5 against the demons of exacra
-- 6 against the big master
-- 7 against the 4 elemental sons of the gods
---- infinity level
-- god mode
--- gameplay
-- you need to climb different stages and destroy all the enemies in the level
-- you have 4 elementals powers
-- air
-- fire
-- earth
-- water
-- there are a equilibrium between them
-- rules:
-- air > water: damageX2
-- air / air: damageX0
-- air < fire: damageX1/2
-- air = earth: damageX1
-- water > earth: damageX2
-- water / water: damageX0
-- water < air: damageX1/2
-- water = fire: damageX1
-- earth > fire: damageX2
-- earth / earth: damageX0
-- earth < water: damageX1/2
-- earth = earth: damageX1
-- fire > air: damageX2
-- fire / fire: damageX0
-- fire < earth: damageX1/2
-- fire = water: damageX1
-- each enemy drops an amount of elemental energy = to his hit points