From f2135acc9accdc938035d753ee6e79c865fd44e2 Mon Sep 17 00:00:00 2001 From: Elizabeth Alexander Hunt Date: Sat, 7 Mar 2026 08:21:41 -0800 Subject: Some refactoring work --- design/bugs.txt | 3 +++ design/design.txt | 4 ++++ design/todo.txt | 8 ++++++++ 3 files changed, 15 insertions(+) create mode 100644 design/bugs.txt create mode 100644 design/todo.txt (limited to 'design') 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 --- /dev/null +++ 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? -- cgit v1.2.3-70-g09d2