An untitled roguelike arcade space shooter, see design for design notes.
- Refactor shooting into actual weapons so we can add some more
- Deduplicate the main
_update
and_draw
code - Make achievements global instance based rather than numbered
- Refactor some scripts that don't need to be scripts into update hooks
- Fix the bullet rendering!
- Refactor out the floaty movement from shield guy so other entities can use it
- Think about generic stats/powerup system to make items easier
- Make some item pickups
- Main menu!
- Break level manager down into "waves" that can be generated from some rules
- Dialogue for missions and campaign
- Proper campaign and level system
- Destination select?
- Bring in old effects from Find Gold
- Create proper collision query methods e.g. get closest/all within box/range
- Script inheritence? Probably better to provide a table concat(...)
- Simple particle effects?
- Make an enemy editor and a level editor that save to binary form
- These guys can use the persistent cart RAM and cartdata to hold over state and provide quick iteration capabilities, allowing you to set up a test level and save it.
- The code will register all available params and scripts and then the enemy editor lets you define prefabs.