TODO
- lighting flicker l3 (after insanity)
- maybe height noise thingy?
- Insanity view
- just ramp this from 0-50 throughout the 5 levels, plus sanity damage
- party portraits to change to monsters - silhouettes
- ghosts moving through the level
- dark/postprocess - 16-bit color crunch? - dither?
- change fog colors and backdrop
- outlines of tentacles in space backdrop
Watching JK
- maybe force spending all XP the first time you're in solitude
- forest: add a "maybe we should go back and level up?" dialog hint
Balance Plan: conservation of XP level + tier that should get 1-2 deaths in some combats (2/5?) and 2-3 deaths on boss replacement tier (even if not L2) Floor 1 : T0L0 T0 T0L0/T0L1 (12 abilities leveled up +1) - (except, we start with effectively +12xp - need 4 less on this floor) Floor 2 : T0L1 T0 T0L1/T0L2/T1L0 (12 abilities leveled up +2 and 6 deaths @ L3) - (need 8 less on this floor) Floor 3 : T1L0 T1 T1L0/T1L1 (12+1) Floor 4 : T1L1 T1 T1L1/T1L2/T2L0 (12+2 / 6d) Floor 5 : T2L0 T2 T2L0/T2L1/T2L2 (12+1, 12+2) Boss fight : T2L2
XP Cost - see doc
Playtest Feedback
- playtest 2
- second level still slightly too easy, not sure I lost anyone?
- third level, lost 2 in one fight, so far, otherwise fine
- forth level, without nerfing aoe4, would have lost 2
- didn't lose anyone though, bump balanced damage by 1, sponge by a couple more HP
- last level, lost 2 getting to solitude
- was underleveled due to wrong XP values! ended T2L1
Polish
- controller issue: don't see initial hint in combat
- use wall variations throughout levels
- tooltip on Sanity and XP displays, explaining mechanics
- scroll area for combat log when needed
- change wander to only wander between 2 spaces, start and random neighbor, then can enable on all
- scrolling starfield
- in forest: put axe on ground on other side of blocker
Post-game fixes / polish
- Check everything with CRT filter off
- just switch to pixely=1 anyway for consistency?
- JD Nation bug - network disconnect, clicked "new", screen goes black, never fades up to in-game
- likely due to loading level 1 json file never finishing - add retries and error message on this
- bug: markdown image from auto atlas is not getting aspect ratio (unless passing frame = 0)
- merge things back to crawler branch as appropriate
- allow entities and simple rendering to use atlases as well as (instead of?) spritesheets
- bias features for simple billboard details
- reorganize all of the example entities to use a spritesheet
- add support for multiple fonts with different heights to dialog system and/or markdown - handwriting font would be cool
- tooltip width and markdown not playing correctly, probably also height
- origin in entdef depends heavily on aspect ratio of image, but it shouldn't?
- Nilo "face wilts" dialog is not markdownTruncating correctly
- Simple way to do dialog as pure text data, and then just add code callbacks the get ran beyond the go-to-dialog
- player controller alternate mode to just do instant step and lerping, feels so good in other games and would work perfect in the editor