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authorElizabeth Alexander Hunt <me@liz.coffee>2026-03-07 08:21:41 -0800
committerElizabeth Alexander Hunt <me@liz.coffee>2026-03-07 08:21:41 -0800
commitf2135acc9accdc938035d753ee6e79c865fd44e2 (patch)
tree1016a19e087ce7666c3e2b20a07143bb063bd9c9 /design
parent19385bdee0972edcedf2a719fc5130aa32134029 (diff)
downloaddyl-f2135acc9accdc938035d753ee6e79c865fd44e2.tar.gz
dyl-f2135acc9accdc938035d753ee6e79c865fd44e2.zip
Some refactoring work
Diffstat (limited to 'design')
-rw-r--r--design/bugs.txt3
-rw-r--r--design/design.txt4
-rw-r--r--design/todo.txt8
3 files changed, 15 insertions, 0 deletions
diff --git a/design/bugs.txt b/design/bugs.txt
new file mode 100644
index 0000000..e65b3ca
--- /dev/null
+++ b/design/bugs.txt
@@ -0,0 +1,3 @@
+Clipping into a solid gives double height:
+
+Jumping into a solid from the side has weird interactions. First, I can hold the direction where the vector goes into the solid and jump, and I'll get a "double jump", probably because the jump resets immediately on top collision. ~/Desktop/dyl-bugs/jump-into-solid.mov.
diff --git a/design/design.txt b/design/design.txt
index df8842c..74c720d 100644
--- a/design/design.txt
+++ b/design/design.txt
@@ -78,3 +78,7 @@ This gives the world a little bit of "depth".
---------S | (height difference is two screens' worth
\ |
\_______
+
+Something I still need to decide on is how the camera will work. Is every chunk of the game a
+room like mega man? Or is it like Terraria where the camera centers on the player and chunks
+feel seemless? The former is probably easier generation-wise etc.
diff --git a/design/todo.txt b/design/todo.txt
new file mode 100644
index 0000000..023868e
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+++ b/design/todo.txt
@@ -0,0 +1,8 @@
+Terrain:
+- [ ] Basic platforming
+- [ ] First dungeon
+- [ ] First overworld attempt
+
+Combat:
+- [ ] Basic enemy
+- [ ] Separate solid collision bounding box and damageable collision bounding box. Perhaps even different systems?