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Roadmap

beforan edited this page Sep 16, 2015 · 4 revisions

Development roadmap

These notes are copied from the DvD page on hackpad, so to be more appropriately kept in the same place as the DvD codebase!

Thoughts on post MiniLD development

I would like to fix the bugs and implement the improvements below.

The AI was always planned for the weekend but never made it.

AI should be easy, there's a straight forward yes/no tile collision map already in, tiles have id's and co-ords. so applying A* pathfinding to the existing map would be trivial, as would getting a destination of "this furniture, in this room".

Map size and Time limit difficulties are also super easy, though finding suitable values for each might be harder, though I can just use Spy vs Spy as a guide.

But beyond the below I wouldn't bother doing any more (e.g. the traps stuff, cba).

Known issues:

  • item redistribution on death is buggy :( makes it impossible to win sometimes. items should be objected ideally rather than the shitty flag system in use (this is still dodgy)
  • ESC on game end state crashes; should perform same action as "Return to Menu" (that'll teach me to copy it from the pause state)

Wanted improvements

  • levels of difficulty - adjusts map sizes and time limit
  • AI
  • levels of AI difficulty:
    • Easy: always tries to fight to the death in the same room, always picks a random furniture to check for items
    • Medium: runs away when super low? checks all furniture in a room at a time but doesn't remember which rooms checked. [ ] Hard: runs away when losing fights, systematically checks and remembers furniture and re-checks old furniture after either player's death.

Discarded ideas

  • Replace TileMap rendering with filled Meshes to see if it's faster than spritebatched quads?
    • Basically, generate the mesh for each colour ahead of time (like we do with the spritebatch image, but should be faster, I think?)
    • Then instantiate the appropriate coloured mesh a bunch, instead of drawing a bunch of textured quads from the spritebatch.
    • Turns out spritebatching will be faster, since that uses a Mesh-equivalent method, but via OGL directly :)

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