51 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
			
		
		
	
	
			51 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
| @page currenttarget Current Target
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| + client fires up and there's a menu that takes you to the demo
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|   Demo menu
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| + spawn into the world
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| + there is a sword lying on the ground
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| + when you grab the sword, a tutorial popup appears to tell you how to use in
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| + on clearing the tutorial, continue the game when the sword is equipped, create another popup to teach sword controls. it pauses the game
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| + when popup is accepted, spawn an enemy with an effect
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|   Script engine ability to spawn entities
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| 
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| + rearchitecture
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| 
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| + fix the vibes
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|   Ticketed randomizer node for BTs to more heavily weight attacking and waiting
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| 
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| + feedback driven requirements
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|   Item/Equip overhaul (again)
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|    - Add punching/unarmed combat
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|    - Implement gadgets
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|       - Trap
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|         - Bear
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|         - Freeze
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|         - Flame
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|       - Bomb (to be thrown)
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|         - Regular (Deals damage, ignites)
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|         - Air (high push coeff)
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|         - Flash (dazes)
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|         - Sleep (puts enemies to sleep)
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|         - Smoke (creates LOS blockers)
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|         - Decoy (creates a decoy)
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|       - Torch
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|       - Throwable potions
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|   Fix ui scaling on abnormal monitors
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|   Crouching
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|   Model clothing, hair for the human
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|   particles, light on sword collision
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|   Objectives
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|    - PVP arena mode initially?
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|    - Spawn player at start of a dungeon
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|    - Spawn player in a town with a quest to complete a nearby dungeon
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| 
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| + bug fixes
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|   Fix idle animations
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|   Fix light cluster mapping for foliage shader
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|   Fix lights not being deleted
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|    - Not sending a "light count" var to light calculations, so the data stays in buffer even though it is not being updated
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|   Fix block tree preventing initiating an attack
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|   Fix return to title menu synchronization bug
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| 
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| + unreproducible bugs
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