/2x0ng

a colorful procedural puzzle-combat game written in Common Lisp

Primary LanguageCommon LispOtherNOASSERTION

tabs along bottom for recent buffer names

align-to-grid

tilesets and other things to go dockably in the sidebar

better navigation of the entire scene

select-all

main needs to be wrapped in (sb-int:with-float-traps-masked (:invalid :inexact :divide-by-zero) (main)) to avoid those

design a level layout for 2x0ng using the nice editor, with designated open areas and forth words to be executed upon loadout

tracer generators

no chevrons, but still black holes

black hole floats on its own, can be kicked into the enemies

level 1: destroy all enemies

level 2: destroy all enemies, some are locked

black holes grow and emit radiation when something falls in

method to broadcast a message to all objects in local world (such as “loadout/generate”)

merge Minibuffer and sidebar into a xiki-style shell?

buffer contents can be a shell, but sidebar is a shell

shell defaults to window size, scroll with mousewheel

minibuffer–> a small shell? Shell buffer in xiki style

command completion

command-string-handler-function <------ type a word any word, anything-style completion

better error handling at prompt

guide

docstrings

what i really want to do is run through with M-x checkdoc

Fare’s idea: release basic engine with a pack of sample remixable games

[#A] GET COMMAND PROMPT WORKING PROPERLY and USEFULLY

integrate notifications into the mix.

review notifications code

always notify in minibuffer

minibuffer scrollback

error notifications

easy debug toggle

show backtrace?

serialized global input history via hotkeys

click commands to copy to minibuffer for modification/execution

(help) (help “command”)

SIDEBAR

allow multiple pages in sidebar, with hotkey switch Alt-n Alt-p

[#B] group?

[#C] halo/selection shown as blinking corners when not near pointer

,

show stack/status in sidebar as part of minibuffer?

video

  • making objects in place via Lisp commands
  • rename buffer
  • using handle to eval objects
  • save project

tracers who leave killing wires at 8 angles

Archived Entries

simple arrows/spacebar controls

plong guy

import plong code/assets

fatter chunky pixel world, atari 8-bit style

fatblocks in various colors

use Xalcyon themes during generation

larger scrolling level

rectangle mouse select

puck can bounce between N multiple enemies before returning, or perhaps release spacebar to return?

monitor in red/purple state simply grows and kamikazes

sidebar main menu:

(selection)

(clear-selection)

(copy)

(cut)

(paste)

(paste-from “” 0 0)

(trim (current-buffer))

(rename (current-buffer) “”)

(switch-to-buffer “”)

(save-project)

(load-project “”)

(make-project “”)

(quit-blocky)

[#B] multi select

[#C] rectangle select using mouse+modkey

glitchy purplegreen ghost, big boss (hazard)

he spawns bullets and/or babyghosts

enemy guy who steals ball

fix ball getting stuck when it can’t get to targeted enemy

fix disappearing ball

randomly tweaking positions after #’horizontally or #’vertically

title screen and copyright

fix scroll jitter of player guy i need to match it to his movement speed, because right now both are moving in slightly different sized jumps

display how-to-restart message when you die

bricks and anti-bricks, which block when colored properly, but not otherwise

black hole slowly spews enemies

brick guns fire colored bricks which smash (they paint any hit objects)