Time Trial Idea Upon completing a stage for the first time, the player is shown the completion time and a record time. On first clears, the player will always obtain a new record. Make it apparent to the player they obtained a new record. The overworld map will show a new section that says "Completion Time" for any previous completed stages. Upon the second time entering a stage, the game will spawn a timer that the player can run into to begin a time trial-like mode. During the Time Trial mode the player can defeat monsters to freeze the timer by 1 second per mob killed. Upon completion of a stage in time trial mode if the player beat their previous time (which they likely will) the record will update. For each class and stage combination there will be a "dev time" Traveling merchants of different colors/looks. Look into removing OVERRIDE from rumble settings. It looks like it was used to purposefully disable rumble, but looks very unnecessary. New Monster Sound Effects Add a Helper Function: Change proximity knockback checks regardless of player/monster friendliness to be a function call instead. Add rectangular hitbox posssibility to the game for monsters. (specifically for use with pillars) DEMO ==== Add Unit Test for Attack Speed Reduction stat. PGETinker notes =============== Changing zoom size does not affect the indentation breadcumb immediately (requires scrolling to change the view) Enabling javid mode does not immediately re-evaluate code. Adding new class animations =========================== Player.txt contains animation names the player has to have loaded. .cpp contains walk and idle animation references that must be loaded in the Initialize() function. Animation.cpp contains the SetupClassWalkIdleAnimations() function which all classes need to implement with their spritesheet and class name (all caps) to create the WALK and IDLE animations in the animation database. All other custom player class animations must be added here too.