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January 1st
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===========
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The Hub / NPC Interactions
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- Hub will have an NPC to bring you to the Stage select Map / World Map
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- Hub will have additional NPCs for all the Additional Chapter specific Unlocks
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- There will be traveling merchants that sell consumables or over priced Materials from Monster dropps.
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What get offered will change around at random after every stage
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- Blacksmith (Craft/Enhance Equipment)
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- Consumable Crafter
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Settings Menu
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- Any settings should be saved to the save file!
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- Volume Controls
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- Play Sound in Background
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- Key Configuration
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-Upon pressing a key, check if the key is bound to another option, if so,
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remove that bind from the list. Up to two keys may be binded per action.
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-We have to save keybinds to the save file.
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- Initial Crafting of Gear.
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- XP Bar
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- Implement escape menu during gameplay.
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- If you leave a stage, the stage complete window still shows up, showing only the loot you obtained that session.
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- No equip sounds for weapons?
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- Large numbers when dealing normal damage?
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- When setting loadout items while loading the game it should highlight the correct item in the consumables inventory as well.
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January 31st
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============
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When a boss dies, an exit ring should spawn at the death location.
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Story proofreading/correcting/storyboarding
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- Loading Screen
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- Title Screen setpieces
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- Lock up unimplemented classes.
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- Add Death screen (Zoom in on fatal blow, slow time down... Display some game over text... Allow retry or return to world map.)
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A "Debug" version of the game that simply outputs all std::cout to a file as well (debug.log).
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ERR messages become just output messages in release build and won't crash the game.
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- Hide mouse cursor during controller play. Reveal it again during mouse play.
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- Resource Packs
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- Hold mouse down to increase quantity
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- Icon displays / Proper key displays above skill keys
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- Auto aim causes retreat-type moves to aim away from the auto target, and prefer the direction the player's moving in.
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- Equipment purchase method changes:
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ok equipment cant be sold currently anyway.
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So i think the easiest solution would be making gear unique. buying and upgrading it could be at the exact same location then.
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Only thing that needs to be changed in the ui would be removing the equipment tab in the vendor sell menu.
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[12:07 AM]sigonasr2: So the process goes: See current list of gear, first you buy it, then you can choose it again to continuously upgrade it
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