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Future Work
Allow designers to change the collision size of players and enemies directly from the Asset Manager. This provides greater control over gameplay balance while allowing the selected hitbox to be previewed before being applied.
- Three selectable hitbox sizes: Small, Medium, and Large.
- Separate hitbox resources for players and enemies.
- Live preview of the selected hitbox inside the Asset Manager.
- Preview remains aligned with the entity sprite by matching the collider transform.
- Option to toggle the preview on or off.
- Changing a hitbox updates every instance of that entity.
- Raycasts automatically adapt to different hitbox sizes.
- Hitboxes are implemented using reusable
RectangleShape2Dresources.
Expand the goal system beyond simply reaching the exit by allowing designers to define custom objectives for each goal. Different goals can require different tasks before they become usable.
- Goal type selectable through the Goal property menu.
- Supported goal types:
- Collect a specified number of coins.
- Defeat a specified number of enemies.
- Complete the level within a time limit.
- Goal-specific properties appear based on the selected type.
- Incomplete goals appear visually greyed out.
- Attempting to use an incomplete goal displays its requirements.
- Level objectives are shown when gameplay begins.
- Goal properties are saved and loaded with the level.
- Timer-only levels automatically fail if all timer goals expire.
- Optional custom goal names displayed on the completion screen.
Add more to the global settings menu to increase user accessibility.
- Auto Saving with a control for how often it should occur
- Language, adding in Spanish would be the first thing
- Colourblind mode toggle
- Changes the textures on the default tiles to make it clearer which is which (Adding symbols to them would work)
- Resolution Changing
- Themes / Light and Dark Mode
- Units of Measurement
- Imperial / Metric
Allow each level to use a customizable background selected through the Asset Manager, giving creators more visual variety and thematic flexibility.
- Background displayed behind the playable level.
- Background selected through the Asset Manager.
- Default background included for new levels.
- Optional scrolling/parallax backgrounds.
Allow creators to customize the playback volume of individual sounds without modifying code by exposing audio settings in the Asset Manager.
- Volume slider for configurable sounds.
- Slider updates the
AudioManagersound level data. - Sound settings saved with the level.
- Sound settings restored when loading levels.
Expose gameplay properties for special tiles through the Level Settings menu, allowing each level to customize how tiles behave.
- Tile settings accessible from the Level Settings menu.
- Consistent slider appearance with the rest of the UI.
- Settings saved and loaded through Import/Export.
- Player movement responds to customized tile settings.
- Bounce tiles also affect enemies.
- Slider ranges limited to reasonable gameplay values.
Add a collectible item that restores player health, making longer levels more forgiving and providing a foundation for future power-up systems.
- Placeable entity available in the editor.
- Restores one missing health when collected.
- Does nothing if the player already has full health.
- Uses trigger-style collision instead of standard physics.
- Properly saved and loaded with levels.
- Option to fully restore health.
- Could become part of a generic power-up system.
Provide full controller compatibility for both gameplay and editor functionality, making the tool usable without a mouse and keyboard.
- Controller mappings for all gameplay actions.
- Controller navigation throughout the editor UI.
- Visual highlighting of the currently selected UI element.
- Compatible with property menus and editor controls.
- Intended to support complete editor workflows using only a controller.
Resources
Known Issues
Future Work
Globals
Managers
- Main Menu Manager
- Master Manager
- Camera Manager
- Hotkey Manager
- Import Export Manager
- Audio Manager
- Animation Manager
- PopUp Manager
UI
Managers
- Editor Manager
- Tile Manager
- Entity Manager
- Icon Manager
- Preview Manager
- Tool Manager
- Asset Manager
- Custom Cursor Manager
Tiles & Entities
- Grid Lines
- Preview Line
- Tiles & Entities
- Enemies
- Patrolling Enemy
- Flying Enemy
- Shooting Enemy
- Stationary Enemy
- Moving Platform
- Property Editing
Asset Swapping
UI
Managers
Player