Skip to content

Commit

Permalink
added more idea notes
Browse files Browse the repository at this point in the history
  • Loading branch information
chrisj42 committed Jul 6, 2018
1 parent f787938 commit 97926c3
Show file tree
Hide file tree
Showing 4 changed files with 17 additions and 13 deletions.
10 changes: 10 additions & 0 deletions notes/misc-ideas/3d-sprites.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,10 @@
This is towards the goal of making the world more 3D.

Everything will have a position in 3D space. Not, like, actually, like using a 3D camera or anything; but in a abstract way. The hitbox of entities will only be around their feet, instead of their whole sprite.

Tiles will be similar. Some tiles will take up the whole 32x32 in the x/y world plane, and that's fine. That can be specified. But the height won't, it will just be the height of the sprite. Now, where should the sprite be anchored..? X center of the sprite with the x center of the tile, but for Y... I guess that will have to be specified too.

Basically, tile sprites (and entity sprites) will specify a rectangle of pixels in each sprite that serves as its hitbox. Animations will also specify an anchor offset for sprites of different sizes, and whether the distance to the left or right should remain the same, and top or bottom; or the sizes will just be the same.

Maybe multiple rectangles for hitboxes, idk. Though that could get difficult to deal with fast.

4 changes: 4 additions & 0 deletions notes/misc-ideas/hitboxes-and-property-maps.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,4 @@
I just had some cool thoughts: hitboxes can be made out of a collection of overlapping rectangles, for all collision checks. If any rectangle from one hitbox overlaps a rectangle from another hitbox, then they can be considered as colliding.
The only issues I see with this is deciding exactly which direction to go to back out of a collision. I bet I could firgure out something given time, though.

The other thing: property maps. After seeing the utility of a DataMap for tile properties, I kinda wish I would have done that for everything. Sure, my previous tile system was property-based, but it had all the properties integrated into a big ol' system. I kinda like the "if has property, do action" sorta setup.
9 changes: 2 additions & 7 deletions notes/misc-ideas/misc-brainstorming.txt
Original file line number Diff line number Diff line change
Expand Up @@ -14,9 +14,6 @@ Add sheep.
- ‎their own meat (same preset but different name and texture)


Note, I should add a system for tiles so they don't have to constantly determine their sprites, because I'm pretty sure that's quite inefficient. You determine one sprite (or one animation), and keep it that way until the tile or its adjacent tiles are updated.


Add "equip" slots for armor... And abilities? Add a skill tree! Needs experience.

Add tech system
Expand All @@ -34,13 +31,13 @@ Maybe... maybe water goes on top of sand..? But then, how would it flow? Oh I kn

I could also just have stairs be craftable, using the system below of on-tile placement perhaps. That way you could not have an up and down on the same level. Of course that could work with rope ladders as well. Perhaps rope ladders will take stamina to use, but stairs won't take hardly any.

Speaking of stamina, I could change it up so it functions a bit differently. Instead of a few stamina that recharge quickly, I could have a lot of stamina, that don't recharge quite so fast, so that I could have more range in how much stamina something takes.

At one point, you find a way to get up onto and use the clouds. Or, you just build up, and maybe the clouds are like a special level or something. Idk. Maybe it's ten stories up? Anyway, you can only build a floor above a level if it has a supportive tile underneath, at most 2 tiles away.



Could use a spellbook. It's kind of like an item... When you interact with it in your hand, it opens a menu to choose a spell. Attack to select, interact again to cancel. When you attack with the book, you will use the last selected spell.
Spells ought to cost something, but I'm not sure what. It could cost lapis or something, but I think it would be cool if you had to charge the book at a table or something. An alternative is that you must have enougb lapis in your inventory to use the spell.
Spells ought to cost something, but I'm not sure what. It could cost lapis or something, but I think it would be cool if you had to charge the book at a table or something. An alternative is that you must have enough lapis in your inventory to use the spell.
Btw, the lapis should have to be converted to something else first, like mana, so it takes commitment.


Expand All @@ -50,13 +47,11 @@ Perhaps there should be two sorts if item entities. One type disappears quickly,
Make pregenerated structures.


- add torch entrance sprites (and general tile enter/exit animations... As well as tile transitions..?)
- inc hits for wood tools, and decrease for stone; generally revise durability + damage multipliers

For later:
- maybe have beds where monsters can wake you up, but tents prevent that
- maybe make system to allow solid tiles to have custom hitboxes
- maybe make system to cache tile animations until the tile is updated, to save on CPU time


Add little icons in a corner of the screen that show what button to press to attack and interact, and what will happen when you press those buttons, like placing a tile, attacking a mob, sleeping in a bed, etc.
Expand Down
7 changes: 1 addition & 6 deletions notes/to-do.txt
Original file line number Diff line number Diff line change
Expand Up @@ -2,9 +2,4 @@ quick reminders / in prog stuff:

- I think a big part of the new Tile System was *supposed* to be the ability to lump DOOR_OPEN and DOOR_CLOSED, amoung other things, into the same TileType. However, I don't seem to be doing that at all. I ought to see that it happens.

- when menu system is done, add a volume option

- what to do with the various forms of tile rendering
- about tile rendering: more "in-front / behind" stuff going on?
- trees only so far
- actually, doors too...
- when menu system is done, add a volume option

0 comments on commit 97926c3

Please sign in to comment.