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Future Work

NebSeniah edited this page Jul 22, 2026 · 7 revisions

Hitbox Switching

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 RectangleShape2D resources.

Alternative Win Conditions

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.

Global Settings Additions

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

Level Background

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.

Sound Level Adjustment (Mostly Complete – Still Needs Work)

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 AudioManager sound level data.
  • Sound settings saved with the level.
  • Sound settings restored when loading levels.

Tile Settings (Mostly Complete – Awaiting Review)

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.

Enemy Level Settings

Add additional settings that affect all enemies within a level.

  • Always Active: Disables the check on enemies to have them not move until on screen.
  • Tile Interaction: When disabled, turns off checks for enemies interacting with bounce/slow tiles. (Maybe add in a separate toggle for death block interaction.)
  • Enemy/Enemy Interaction: When disabled, enemies won't collide with each other.

Health Pickup

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.

Controller Support

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.

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