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