Underworld Kerfuffle ==================== Entry in PyWeek 16 (2013) URL: http://www.pyweek.org/e/underworldwar/ Members: vwood <vwood.org@gmail.com>, mieponcho code: vwood art: mieponcho License: see LICENSE.txt (except the font, which has its own license) Running: source: python main.py windows: windows.exe linux: ./linux DONE ---- * Collisions with tile layer (no more weird diagonal wall walking.) * Camera follows player, and tile layer * Store entities in data structures * Better API for drawing to the map - Lines (such that they will block movement) - mini tilesets (like floor tiles, themes, wall tiles...) to generate a circle of tiles from a mini tileset * Entities - Separate sprites into collision and drawing sprites (Pygame uses the same Rect for both, which sucks) * Level Generation - Tile fixing according to rules (for wallsets and door direction, etc.) - Generation should just use a basic member of each wall type, and this pass would fix the edges TODO ---- * Entity Lists based on collision/update type * Level Generation - Generate from a tree structure (containing points where the areas should be generated) * Terrain manipulation - Digging dirt - Opening/Closing doors * AI - Currently just a draft of behaviours - Need queries of entity lists (i.e. nearest enemy, etc.) - Need this for AoE stuff as well - Find an openspace (for summoning) (could just be a 'if the random space is blocked, don't summon) * Gameplay - Player switching to control different entities - Shooting * Triggered boss fight (allows for a proper ending) - mid way mini boss fight - come with entourage? - summon help - Based on level scripts (i.e. behaviour with a test) * Split the level into branches - non-linear progression - rewards for finishing a branch