TODO

Current

Playtest 1

What do i have to have in place before i can do a play test of the current game stuff?

  • more audio cues ??
    • DONE Jab
    • DONE Slash
    • DONE Hit
    • Blocked
    • Roll
  • Ensure server is accessible
    • NAT routing setup
    • ???
  • ACTION SYSTEM
  • Add IP field to the CLIENT, so we can dynamically connect to where-ever the server is (so i can have it inside the house, without dealing with NAT shit)

General

  • Weapon Type Data Schema [Startup(int), Active(int), Recovery(int), Cooldown(float), Damage(int), Range(??), Stagger(??)] – additive/%/???
    • Jab/Slash “base”
    • Archetypes (blade, pole-arm, axe/hammer, special)
    • Size modifiers (small, med, large)
  • “Action” system to work with these values (vs. the hard-coded mess currently)
  • Refactor/Design Entity IDs, and network message targeting
    • Includes the idea of a PlayerID as well, so players could also control/send messages for other entities (or target them).
  • asmdef for the networking stuff, well, for everything, so the web build can build.
  • map/level tool — build in editor, export tile types and locations to map format.
  • equipped vs un-equipped – faster movement speed unequipped no attacks, .25 to equip, then normal movement speed & all normal actions. Un-equipping takes no time…

Someday

  • Versions send in messages to/from server? to ensure version match?
  • Maybe a web build?
  • Ensure combat is computed on the server
  • Negative Y position reset (fallen out of the world)
  • sprite shaped shadows
  • Ensure the NETWORKING SYTEMS are being “ticked” in the UPDATE, since it is so much faster then the 60hz cycle being used for the other physics/player stuff…

Complete

  • isLocalPlayer – so we have client-auth-HP/Damage/Responses (I don’t think i need the ID system revamp at this point, just the isLocalPlayer) @done(2025-11-25)
  • Hit Effects (local or server?) (glow/blink?) (might have to use the duplicate sprite pattern) @done(2025-11-25)
  • Respawn after time out @done(2025-11-25)
  • timing pass on all the timings, just for the weapon we are hard-coded using @done(2025-11-25)
  • push HP updates over the wire? Or just use local, and only worry about DEATH? @done(2025-11-25)
    • Only worrying about DEATH
  • probably need HP BARS, even if I don’t want them… diegetic for the win…eventually.
  • HP Absolute values pushed over the net
    • allow local updates to affect the HP bars, but the incoming network values override any local changes
  • Input Maps for Keyboard and Controller… maybe mouse…
  • added better timings/windows for ROLL and BLOCK
  • Jab & Slash while moving animations 2025-11-26
  • Combat Animations 2025-11-25
    • Jab (fast attack)
    • Swing (slow attack w/charge)
    • Roll
    • Guard (mode)
    • Hit Reaction (blink) [not user available, but needed for when we start doing combat]
    • Death
  • HP/Death
  • Github Pages/custom URL for the blog
  • Ensure combat works over the network
  • VFX cooldowns/warmups