the rudiments of a deltarune fangame?
a single, 20-30 minute dungeon level using a clone of deltarune's overworld and combat system made in godot.
- successful import of kris sprite sheets / animations
- successful import of forest tiles / tilemaps
- kris walk cycle implemented
- baseline text bubbles (w/o animations)
- [] text bubbles w/ portraits
- [] inventory / menu system
- [] world interactables (chests, inspection, etc)
- [] multiple rooms w/ room transitions
- [] sound
- [] music
- [] obstacle courses (world objects that can affect hp)
- [] party members w/ follow behavior
- [] cutscene system
- [] text fx (fonts, colors, movement, etc.)
- [] whispers (characters talking over each other)
- [] shops
- [] various special interactables (ch. 2 elevators, spelling puzzles, cars)
- [] successful import of dynamic battle background(s)
- [] battle ui
- [] turn queue
- [] text-based attacks
- [] text-based acts
- [] multi-layered acts (i.e. ch. 1 clover)
- [] HP
- [] TP (no parries yet, all pre-set)
- [] static battle sprites
- [] fight animations
- [] "downs" and revives / healing items
- [] item / heal animations
- [] sparing / mercy meter
- [] tired / status effects
- [] multi-person acts
- [] minigame acts (i.e. ch. 2 mousewheel)
- [] enemy dialog
- [] party whispers
- [] battle <-> world transitions (entering and exiting)
- [] moving SOUL
- [] box colors
- [] variable sizes
- [] dynamic sizes
- [] rotation
- [] option for party members to disappear during enemy attacks
- [] moving box (king fight)
- [] non-rectangular shapes
- [] "you're blue now!"
- [] bullet heart (spamton neo fight)
- [] parries
- [] enemy <-> player turn transition animations
- [] human opponents (fight commands where you have to aim for the enemy's soul)
- [] "flee" option
- [] clearer indicators for who an enemy is attacking
- [] 16:9 lmao
- [] 3D backgrounds and battle elements