The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Adventures in Lestoria/TODO.txt

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February 28th -> Begin Internal Game Playtesting
March 6th -> Discord/Friend Playtesting
March 30th -> Public Demo Release
end of worldmap is visible. needs to be extended a little bit
distance on 1_1 between first and second Enemy spawn feels to empty
Materials for initial craft seems to be wrong? need to recheck
do we need a minimap? (maybe with fog of war?) Maybe polling that once testing with more people.
should gemstones dropp from boss stages aswell? (Maybe lower droprate?)
Toggle for displaying error messages
Equip Gear using Start menu tutorial
Steam Controller SDK
Steam Rich Presence
Add in vsync system option
Remove Unlock All Button
Steam-specific Game Build
Fix scaling on some UI equip windows.
Your game uses the proper controller-specific glyphs when showing in-game input prompts.
The Steam Input configurator screen uses in-game actions that the player performs in your game, instead of keys or buttons.
You've published an official configuration for the controllers you support.
Your game doesn't restrict the user's ability to customize their controls. This means it allows any mix of mouse, keyboard, or gamepad input simultaneously.
When your game wants keyboard input (e.g. when naming avatars), you use the API to automatically bring up the text entry UI.
Your game has no launchers that require mouse or KB input - or even better, no launcher at all.
To ensure users have a good experience from the couch, we also recommend the following:
Make your UI readable from several feet away. Our rule of thumb: when your game is running at 1920x1080, your fonts should be a minimum of 24px in size.
Start your game in fullscreen by default when the user is running Steam Big Picture (the "SteamTenfoot" environment variable will be set)
For bonus points, at first launch detect the user's screen resolution and set your resolution to match it.
Implementing Steam Input API support
The implementation process is straightforward, and shouldn't take more than a few days of work. Four steps are involved:
In a text editor, create an in-game actions file, which tells Steam what in-game actions your players can bind to the controller.
In Steam, use the Steam Input configurator UI to create your default configuration.
In your game, use the Steam Input API to read actions from the controller, and to retrieve appropriate glyphs for display.
Update your game depot with the new binaries, and publish your configuration as the official config.
Make another actions config file for the main build
Sword attack should linger
Add game file debug logging
Automatically pause if controller is disconnected (while using a controller)
PS5 LED color support