Skip to content

Latest commit

 

History

History
51 lines (47 loc) · 2.24 KB

planning.md

File metadata and controls

51 lines (47 loc) · 2.24 KB

Collider System | Status: Idea

Requirements

  1. We need a collider system for gameplay
  2. Types of bodies: a. Player <- dynamic, moves around alot, can bump into furniture and move it b. Player-pushable (furniture) <- only moved by player entity bumping into it c. Player-interactable <- idealy sends a message to the entity that hits it to do some logic, items trigger pickup, monsters trigger damage d. Static (world tiles) <- dont move, but might be removed at runtime
  3. A way to detect collisions and deal with them, some sort of event reading
  4. World Tiles need an optimized solution for how they are created.
  • The problem is creating a lot of colliders takes a long time
  • Mitigation is to create larger colliders that would mean less colliders need to be made
  • Something like stone though may be removed and the colliders should update
  1. Player should be able to slide past the colliders and not get stuck

Bulk Collider Creation

  1. The colliders must be able to broken up after they are created
  2. There is the plate approach where there is a collider for each layer of a blocking

Inventory System | Status: Working Prototype

Requirements

  1. We need an inventory system
  2. That could support flexible item types
  3. Not worried about "furniture" (deployables) or crafting
  4. Try to fit the aesthetic of minicraft

Inventory

  • Holds a defined amount of 'items'
  • Add and Remove items from various ways
    1. picking up from ground
    2. taking out of a chest
    3. dropping out of inventory
    4. using in a crafting recipe
  • Need a way to query the inventory and know what we have, item components!
  • Stack items and fill inventory slots on adding them, stack size of ___

Items

  • Items are entities
  • Item Component
  • More components to give the item different effects
    1. Wiedable
    2. Damage
    3. Effective Against
      • (types of components that will be on other things)
    4. Heals
    5. Light source
    6. Stackable (dne means it stacks to 1)
  • Can clone the item to put in an inventory
  • Exist as an unlimited amount, are seperated only when put into an inventory so it has no logic of stack size
  • Item database to spawn items from when adding to drops of things
    • needs ids for items and ability to ask for by name