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kanban_tasks_data.kanban
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{
"categories": [
{
"uuid": "da83a95d-2890-46d3-ba88-9e63d8da0a65",
"title": "Task",
"color": "70bafa"
},
{
"uuid": "d7f3156e-deab-4272-904a-646df391c36d",
"title": "Bug",
"color": "e32007"
},
{
"uuid": "2bf2b255-67ba-4e67-9e39-bd31cb5dd780",
"title": "Idea",
"color": "ff9900"
},
{
"uuid": "8098e19b-3628-4202-bf0e-6c124903a6bc",
"title": "Polish",
"color": "ffff29"
},
{
"uuid": "17f84e7a-1483-467f-9416-b50fe05877cc",
"title": "Other",
"color": "9895aa"
}
],
"stages": [
{
"uuid": "2672f96a-9194-47de-b5a1-7961b242be5a",
"title": "Todo",
"tasks": [
"31305b90-1b99-424e-9480-240adc754c07",
"23f28138-4558-4c1d-a5de-bfea4505d7eb",
"067f3d45-a8c3-46f1-97dc-fc28583328fe",
"6897ff1f-86c9-4f34-9fe5-adcd1728bba0"
]
},
{
"uuid": "ea9a30db-7c6c-4a78-9aa3-578a9c774714",
"title": "Doing",
"tasks": []
},
{
"uuid": "6aa33cc0-55c2-433b-ae66-146963a41273",
"title": "Done",
"tasks": [
"09728062-4873-4a0b-8827-b0f2c9d45e2a",
"1c184ad9-552f-4285-a053-f964cb784f12",
"ce3c0ca5-a868-467c-94a0-3122f0590244",
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"3af3ef6f-7ce6-46fd-a30f-3761c61f26a3",
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"b325c2a2-30fa-44e2-a074-ae678f6a1dd8",
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"333761d4-a5ef-4e56-a8d1-449f87448b67",
"806e0924-0ff3-402a-b13e-3ac2254a9976",
"7e206230-1945-43db-9228-ad0085d786ee",
"ee8c0c50-aa2e-42ef-a4c8-985d39063f86",
"b245ccc8-0a0a-4c21-84fa-530fcf0b237e",
"a08753e1-778b-4c43-b1bc-bf8f70a3db7a",
"28c876ed-cafd-42b3-9812-b43a3a4b3340",
"9cffd7b1-a177-44e3-bde8-de147bdfbc09",
"c61104e0-1c77-4cd6-bdeb-46e775693006",
"6f67aea8-9b43-4469-9675-28ea36e84573",
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"5738d7de-d303-4119-bf94-afe9ad149b6e",
"1475d785-346f-4dbe-b6b9-9665aef66301",
"d9aa058a-62ab-40c0-95f7-c7c7861a85e4",
"7a19e8a6-bac7-4e52-817e-aa44bb155e8c",
"dfffbd50-cb43-4aef-9c5f-16b7f515d9eb",
"c904ff3c-dd79-48d0-aa18-f12735de0abf",
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"c681e1f0-9683-477d-9fa7-60dd7eb650dc",
"e74d796e-6e39-4098-8aa3-978a3f4d9334",
"bda2224d-406c-418a-b6b0-f523d681203d",
"8012f5a7-30ec-4e65-af94-9b5795dfda47",
"33059468-5ac0-43bf-a1ac-179bdf3b16ea",
"00b666b8-399a-41d7-a0b9-7a805c11cc33",
"421b6547-2391-4f9e-82ff-794a094451b0",
"e4d5a3ee-8e07-43ed-82fc-deef70190d67",
"a926493d-020e-4b97-b127-80e77aba729d",
"a8fb3ba2-cef9-42b0-b355-42ae5553381f",
"cc285e8e-36dd-49c4-abef-ee1cadd6c9b0",
"5b14b405-f3ad-40ee-b866-d9435c868fb9",
"403a280d-81d2-4aab-8b33-32cf3f72f321",
"204a1279-b3f5-4634-b737-c924b635a8cc"
]
},
{
"uuid": "ea59d79b-f8bf-487b-82fd-1ae4113af119",
"title": "Gameplay Ideas",
"tasks": [
"f5cc05c8-39cd-46ea-8fb2-ba93fd8f7da7",
"788e1907-29f8-492b-a1d9-5c6a339bdb7c",
"6f7b488d-c507-4ba0-9cfb-062dbd2867ec",
"b52d76ed-3f22-4c0d-b2fb-cb1900213cc8",
"38820a96-6835-4276-b34b-2538875d9eeb",
"74fb86a6-2527-47c8-8624-c0c9442ec0a6",
"f8dda55a-578b-4880-9b17-775cabd85440",
"04c70eaf-bd79-4111-bac7-0ae5bf66ae92",
"6b3037da-cead-452c-9582-7a0165e5373e",
"8291bf58-3836-4ce6-9db8-00131972df86",
"4f08e99e-f90b-4ab0-8772-822a54b9986e"
]
},
{
"uuid": "dc0fbd22-1581-470e-8fac-bd737d4d7bd6",
"title": "Expedite",
"tasks": []
},
{
"uuid": "a2075292-05ae-4a5a-862c-065770c5f9d4",
"title": "Expedite",
"tasks": []
},
{
"uuid": "86426af1-d49f-4980-af92-7c39d92ddf80",
"title": "Other",
"tasks": [
"b5084154-8d48-4e99-aaed-402fce07c8e8",
"a53af30a-1248-4ce9-af0d-2e9ba8d9ff5d",
"be1049e6-9f87-4115-b483-774a3e6d1f53",
"ae701850-ff9c-44c5-9c88-7100b376a7c2",
"fc5c18e7-233c-4689-b080-3c4c80d9cc3b",
"f019bee2-f622-4151-aa14-8245ea787d3a",
"f1d3539d-c342-46b0-988b-e74fa1b9eeaa",
"8e3f8f72-f3c2-48c8-91c7-5cf266860d06",
"3b8a1e6f-2294-4acc-bb2c-e4a76edde156",
"e7ce2f21-57ec-499d-9068-eeac3fead489",
"e623005c-7655-41f5-93af-a0436331d420",
"4b36d268-0c5c-426d-b2c4-c7c47bf8b524",
"67e7ea18-c0b9-418b-9978-fca800a87fef",
"d386949b-81f3-4995-ac44-16ac0ccef723",
"39b4dec8-9071-4008-bda3-029230017e1d",
"6e36c9e7-8574-47dd-808e-8f37d976e5b9",
"780e9834-6fbc-4523-9449-fd62af2283bd",
"940a4908-25af-461e-a939-a8d1ed90a95c",
"69cb3884-3f49-4dcf-8122-482362823170",
"e870e598-a765-4561-a720-9ae84438d486"
]
}
],
"tasks": [
{
"uuid": "6e36c9e7-8574-47dd-808e-8f37d976e5b9",
"title": "Dedupe spritesheet resources",
"description": "When we drop a texture onto a node, it creates a unique resource. The resources can be deduped by saving the texture as a resource.",
"category": "17f84e7a-1483-467f-9416-b50fe05877cc",
"steps": [
{
"details": "Save spritesheet as resource",
"done": false
},
{
"details": "Ensure all consumers are using the resource, not the image directly",
"done": false
}
]
},
{
"uuid": "806e0924-0ff3-402a-b13e-3ac2254a9976",
"title": "Add spike trap",
"description": "A death animation is already available on the player",
"category": "da83a95d-2890-46d3-ba88-9e63d8da0a65",
"steps": [
{
"details": "Add spike trap",
"done": true
}
]
},
{
"uuid": "09728062-4873-4a0b-8827-b0f2c9d45e2a",
"title": "Add credits scene",
"description": "Don't forget artist attribution!\n\nSee releases for latest attributions:\n\n* See https://github.com/krazkidd/mech-jam-iv/releases/tag/v0.0.1\n* https://github.com/krazkidd/mech-jam-iv/releases/tag/v0.0.2\n\n=========================================\nAlso, I think we need to credit JRob774, based on a comment here: https://opengameart.org/content/space-merc-redux-platform-shmup-tileset\n\nRun this command to find all used assets:\nfind . -iname '*.tscn' -exec grep \\/assets\\/ {} \\; |cut -d \" \" -f 4 | sort | uniq",
"category": "da83a95d-2890-46d3-ba88-9e63d8da0a65",
"steps": [
{
"details": "Add my credit",
"done": true
},
{
"details": "Check .tscn files to confirm which assets are being used",
"done": true
},
{
"details": "Add artist credits",
"done": true
},
{
"details": "Add special thanks",
"done": true
},
{
"details": "Add credits/attributions to README",
"done": true
}
]
},
{
"uuid": "067f3d45-a8c3-46f1-97dc-fc28583328fe",
"title": "Add license",
"description": "",
"category": "17f84e7a-1483-467f-9416-b50fe05877cc",
"steps": []
},
{
"uuid": "04c70eaf-bd79-4111-bac7-0ae5bf66ae92",
"title": "Add crouch ability",
"description": "Use multiple collision shapes and disable those that don't cover the character in crouch mode",
"category": "2bf2b255-67ba-4e67-9e39-bd31cb5dd780",
"steps": []
},
{
"uuid": "7a19e8a6-bac7-4e52-817e-aa44bb155e8c",
"title": "Add damage animation to player",
"description": "",
"category": "da83a95d-2890-46d3-ba88-9e63d8da0a65",
"steps": [
{
"details": "Add particle effect",
"done": true
}
]
},
{
"uuid": "7e206230-1945-43db-9228-ad0085d786ee",
"title": "Add spawn point",
"description": "",
"category": "da83a95d-2890-46d3-ba88-9e63d8da0a65",
"steps": [
{
"details": "Add particle effect",
"done": true
}
]
},
{
"uuid": "333761d4-a5ef-4e56-a8d1-449f87448b67",
"title": "Add immunity timer to player",
"description": "",
"category": "da83a95d-2890-46d3-ba88-9e63d8da0a65",
"steps": [
{
"details": "Enable immunity automatically by damage",
"done": true
},
{
"details": "Add animation/particle effect",
"done": true
},
{
"details": "Add UI element to show immunity status",
"done": true
}
]
},
{
"uuid": "421b6547-2391-4f9e-82ff-794a094451b0",
"title": "Add enums for physics layers",
"description": "",
"category": "da83a95d-2890-46d3-ba88-9e63d8da0a65",
"steps": []
},
{
"uuid": "e623005c-7655-41f5-93af-a0436331d420",
"title": "Particle effects",
"description": "For particle effects which are cycled on/off:\n\nThe particles persist after being made not visible and when set to visible again, the particles from the previous time the effect was enabled appear. In addition, setting the particles to not visible makes them immediately disappear rather than live out their lifetime; the transition is abrupt.\n\nReview FPS course lectures because they discuss a related issue with emitting but not on-screen particles.",
"category": "8098e19b-3628-4202-bf0e-6c124903a6bc",
"steps": [
{
"details": "Player shield (see description)",
"done": false
},
{
"details": "Robot movement",
"done": false
}
]
},
{
"uuid": "67e7ea18-c0b9-418b-9978-fca800a87fef",
"title": "Create theme for UI",
"description": "",
"category": "8098e19b-3628-4202-bf0e-6c124903a6bc",
"steps": [
{
"details": "Save as reusable resource",
"done": false
},
{
"details": "Remove any theme overrides as needed",
"done": false
}
]
},
{
"uuid": "bc336b5d-ae80-4d1f-822b-8cf8655641a2",
"title": "Add pickups",
"description": "",
"category": "da83a95d-2890-46d3-ba88-9e63d8da0a65",
"steps": [
{
"details": "Add medkit pickup",
"done": true
},
{
"details": "Add grenades",
"done": true
},
{
"details": "Enemies drop pickups",
"done": true
}
]
},
{
"uuid": "780e9834-6fbc-4523-9449-fd62af2283bd",
"title": "Create tileset/map for hazards",
"description": "",
"category": "17f84e7a-1483-467f-9416-b50fe05877cc",
"steps": []
},
{
"uuid": "a8fb3ba2-cef9-42b0-b355-42ae5553381f",
"title": "Add README",
"description": "",
"category": "17f84e7a-1483-467f-9416-b50fe05877cc",
"steps": []
},
{
"uuid": "a08753e1-778b-4c43-b1bc-bf8f70a3db7a",
"title": "Add enemy",
"description": "",
"category": "da83a95d-2890-46d3-ba88-9e63d8da0a65",
"steps": [
{
"details": "Add hitboxes",
"done": true
},
{
"details": "Add shooting ability to player",
"done": true
}
]
},
{
"uuid": "204a1279-b3f5-4634-b737-c924b635a8cc",
"title": "Review mouse position logic in HitScanBulletEmitter.Fire()",
"description": "It is a bit hacked together and depends on the presence of a Camera2D node.",
"category": "17f84e7a-1483-467f-9416-b50fe05877cc",
"steps": []
},
{
"uuid": "cc285e8e-36dd-49c4-abef-ee1cadd6c9b0",
"title": "Rebase robot character on CharacterBase",
"description": "",
"category": "17f84e7a-1483-467f-9416-b50fe05877cc",
"steps": []
},
{
"uuid": "1475d785-346f-4dbe-b6b9-9665aef66301",
"title": "Add behavior for mech enemy",
"description": "Use state machine",
"category": "da83a95d-2890-46d3-ba88-9e63d8da0a65",
"steps": []
},
{
"uuid": "5738d7de-d303-4119-bf94-afe9ad149b6e",
"title": "Make troid enemy",
"description": "",
"category": "da83a95d-2890-46d3-ba88-9e63d8da0a65",
"steps": []
},
{
"uuid": "f019bee2-f622-4151-aa14-8245ea787d3a",
"title": "Add sounds",
"description": "",
"category": "8098e19b-3628-4202-bf0e-6c124903a6bc",
"steps": [
{
"details": "Popping sound for Troids",
"done": false
},
{
"details": "Gun sounds",
"done": false
},
{
"details": "Mech sounds",
"done": false
},
{
"details": "Damage sounds",
"done": false
},
{
"details": "Explosion sounds",
"done": false
},
{
"details": "Spawn",
"done": false
}
]
},
{
"uuid": "5b14b405-f3ad-40ee-b866-d9435c868fb9",
"title": "Add flag to draw debug stuff",
"description": "",
"category": "17f84e7a-1483-467f-9416-b50fe05877cc",
"steps": []
},
{
"uuid": "69cb3884-3f49-4dcf-8122-482362823170",
"title": "Drag is not working the way i expect",
"description": "When using the '*' operator between two vectors, the components are multiplied. So do we want the Y component to be 0.0 or 1.0?\n\nAlso, is this a real or even practical equation? Shouldn't drag be dependent on velocity?\n Drag = MoveAcceleration / MaxMoveSpeed\n",
"category": "17f84e7a-1483-467f-9416-b50fe05877cc",
"steps": []
},
{
"uuid": "4b36d268-0c5c-426d-b2c4-c7c47bf8b524",
"title": "Accessibility",
"description": "",
"category": "8098e19b-3628-4202-bf0e-6c124903a6bc",
"steps": [
{
"details": "Make splatter colors accessible",
"done": false
},
{
"details": "Make tile maps accessible",
"done": false
},
{
"details": "Make UI accessible",
"done": false
},
{
"details": "Make dialog translatable",
"done": false
},
{
"details": "Make UI translatable",
"done": false
},
{
"details": "Add photosensitivity warning",
"done": false
}
]
},
{
"uuid": "dfffbd50-cb43-4aef-9c5f-16b7f515d9eb",
"title": "Add explosive barrel",
"description": "",
"category": "da83a95d-2890-46d3-ba88-9e63d8da0a65",
"steps": []
},
{
"uuid": "bda2224d-406c-418a-b6b0-f523d681203d",
"title": "Splatter effects are not emitting from collision location",
"description": "Just need to capture the collision location like we do the normal.",
"category": "d7f3156e-deab-4272-904a-646df391c36d",
"steps": []
},
{
"uuid": "d9aa058a-62ab-40c0-95f7-c7c7861a85e4",
"title": "Player takes damage from hitbox after enemy death",
"description": "Just need to to make the hitboxes invisible (all of them).",
"category": "d7f3156e-deab-4272-904a-646df391c36d",
"steps": []
},
{
"uuid": "f8dda55a-578b-4880-9b17-775cabd85440",
"title": "Add a dog to the game?",
"description": "",
"category": "2bf2b255-67ba-4e67-9e39-bd31cb5dd780",
"steps": []
},
{
"uuid": "7171987d-0355-4db3-be06-05746adb5967",
"title": "Add firing rate",
"description": "",
"category": "da83a95d-2890-46d3-ba88-9e63d8da0a65",
"steps": []
},
{
"uuid": "940a4908-25af-461e-a939-a8d1ed90a95c",
"title": "Automate inclusion of art assets",
"description": "",
"category": "17f84e7a-1483-467f-9416-b50fe05877cc",
"steps": [
{
"details": "Write script to download art assets",
"done": false
},
{
"details": "Add notes about downloading art assets to README",
"done": false
}
]
},
{
"uuid": "f1d3539d-c342-46b0-988b-e74fa1b9eeaa",
"title": "Improved animations",
"description": "",
"category": "8098e19b-3628-4202-bf0e-6c124903a6bc",
"steps": [
{
"details": "Player sprite",
"done": false
},
{
"details": "Damage (red flash)",
"done": false
}
]
},
{
"uuid": "38820a96-6835-4276-b34b-2538875d9eeb",
"title": "Shield enhancements",
"description": "",
"category": "2bf2b255-67ba-4e67-9e39-bd31cb5dd780",
"steps": [
{
"details": "Add shield discharge/recharge",
"done": false
},
{
"details": "Allow player to turn on shield",
"done": false
}
]
},
{
"uuid": "74fb86a6-2527-47c8-8624-c0c9442ec0a6",
"title": "Make robot attackable",
"description": "",
"category": "2bf2b255-67ba-4e67-9e39-bd31cb5dd780",
"steps": [
{
"details": "Troid should choose to attack player or robot",
"done": false
}
]
},
{
"uuid": "429a4d67-879f-4d41-8518-567ee61afb8a",
"title": "Explosion damage should scale to distance (like push force)",
"description": "",
"category": "da83a95d-2890-46d3-ba88-9e63d8da0a65",
"steps": []
},
{
"uuid": "3af3ef6f-7ce6-46fd-a30f-3761c61f26a3",
"title": "Bullet trails (tracers)",
"description": "",
"category": "da83a95d-2890-46d3-ba88-9e63d8da0a65",
"steps": []
},
{
"uuid": "fc5c18e7-233c-4689-b080-3c4c80d9cc3b",
"title": "Add parallax background",
"description": "",
"category": "8098e19b-3628-4202-bf0e-6c124903a6bc",
"steps": []
},
{
"uuid": "c904ff3c-dd79-48d0-aa18-f12735de0abf",
"title": "Add grenade",
"description": "",
"category": "da83a95d-2890-46d3-ba88-9e63d8da0a65",
"steps": []
},
{
"uuid": "9cffd7b1-a177-44e3-bde8-de147bdfbc09",
"title": "Dead enemies/explosives continue to collide",
"description": "",
"category": "d7f3156e-deab-4272-904a-646df391c36d",
"steps": []
},
{
"uuid": "7088a23f-cda2-4c5f-a79e-bd1d68bc5167",
"title": "Grenade bugs due to not being in a collision layer",
"description": "Grenades cannot be shot because they are not in a collision layer. They were not put in the Environment layer because they would immediately collide with the player. We may need a new layer just for grenades.\n\nAlso, grenades cannot trigger explosions of other grenades.",
"category": "d7f3156e-deab-4272-904a-646df391c36d",
"steps": []
},
{
"uuid": "e870e598-a765-4561-a720-9ae84438d486",
"title": "Turn on multi-threading?",
"description": "",
"category": "17f84e7a-1483-467f-9416-b50fe05877cc",
"steps": []
},
{
"uuid": "23f28138-4558-4c1d-a5de-bfea4505d7eb",
"title": "Set exported property defaults in scenes and not in scripts",
"description": "",
"category": "17f84e7a-1483-467f-9416-b50fe05877cc",
"steps": [
{
"details": "Do *not* override exported properties",
"done": false
}
]
},
{
"uuid": "ae701850-ff9c-44c5-9c88-7100b376a7c2",
"title": "Add realistic collisions between player and rigid bodies",
"description": "https://www.youtube.com/watch?v=C-Sn55e5wnk",
"category": "d7f3156e-deab-4272-904a-646df391c36d",
"steps": []
},
{
"uuid": "ee8c0c50-aa2e-42ef-a4c8-985d39063f86",
"title": "Platform should restore health",
"description": "",
"category": "da83a95d-2890-46d3-ba88-9e63d8da0a65",
"steps": []
},
{
"uuid": "8012f5a7-30ec-4e65-af94-9b5795dfda47",
"title": "Particles are appearing at screen origin",
"description": "This is due to passing Vector2.Zero as the position.",
"category": "d7f3156e-deab-4272-904a-646df391c36d",
"steps": []
},
{
"uuid": "6f7b488d-c507-4ba0-9cfb-062dbd2867ec",
"title": "More gunplay",
"description": "",
"category": "2bf2b255-67ba-4e67-9e39-bd31cb5dd780",
"steps": [
{
"details": "Add plasma gun",
"done": false
},
{
"details": "Add ammo and reload mechanism",
"done": false
},
{
"details": "Add paper doll UI for changing weapons",
"done": false
}
]
},
{
"uuid": "c681e1f0-9683-477d-9fa7-60dd7eb650dc",
"title": "Dropped grenades are not frozen",
"description": "",
"category": "d7f3156e-deab-4272-904a-646df391c36d",
"steps": []
},
{
"uuid": "b52d76ed-3f22-4c0d-b2fb-cb1900213cc8",
"title": "Figure out respawn logic",
"description": "See https://docs.godotengine.org/en/stable/tutorials/io/saving_games.html\n\nWe don't need to save to a file as we just want to reset the current level. We can write custom JSON (de-)serializers.\n\n===\n\nNOTE: This task seems especially dificult because we need to track which enemies are alive or dead and for live enemies we have to decide if they should be saved at the point the respawn is set or if they should be reset to their original state.",
"category": "2bf2b255-67ba-4e67-9e39-bd31cb5dd780",
"steps": [
{
"details": "Add better visualization for which platform is the active respawn point",
"done": false
},
{
"details": "Allow for respawning or restarting the entire level",
"done": false
},
{
"details": "Save scene? (Restore on respawn)",
"done": false
}
]
},
{
"uuid": "3b8a1e6f-2294-4acc-bb2c-e4a76edde156",
"title": "Fix sprites",
"description": "",
"category": "8098e19b-3628-4202-bf0e-6c124903a6bc",
"steps": [
{
"details": "Jump pad",
"done": false
}
]
},
{
"uuid": "33059468-5ac0-43bf-a1ac-179bdf3b16ea",
"title": "Create levels",
"description": "",
"category": "da83a95d-2890-46d3-ba88-9e63d8da0a65",
"steps": [
{
"details": "Level 1",
"done": true
},
{
"details": "Level 2",
"done": true
}
]
},
{
"uuid": "28c876ed-cafd-42b3-9812-b43a3a4b3340",
"title": "Mech walks backwards",
"description": "",
"category": "d7f3156e-deab-4272-904a-646df391c36d",
"steps": []
},
{
"uuid": "b5084154-8d48-4e99-aaed-402fce07c8e8",
"title": "Mech needs to not walk off ledges",
"description": "",
"category": "da83a95d-2890-46d3-ba88-9e63d8da0a65",
"steps": []
},
{
"uuid": "403a280d-81d2-4aab-8b33-32cf3f72f321",
"title": "Move used assets to assets/ folder",
"description": "",
"category": "17f84e7a-1483-467f-9416-b50fe05877cc",
"steps": []
},
{
"uuid": "be1049e6-9f87-4115-b483-774a3e6d1f53",
"title": "Add Docker build",
"description": "https://hub.docker.com/r/barichello/godot-ci\n\nhttps://github.com/marketplace/actions/godot-ci",
"category": "17f84e7a-1483-467f-9416-b50fe05877cc",
"steps": [
{
"details": "A release path that builds binaries",
"done": false
},
{
"details": "A web path that publishes to GitHub Pages",
"done": false
}
]
},
{
"uuid": "c61104e0-1c77-4cd6-bdeb-46e775693006",
"title": "Missiles do not follow player",
"description": "",
"category": "d7f3156e-deab-4272-904a-646df391c36d",
"steps": []
},
{
"uuid": "e4d5a3ee-8e07-43ed-82fc-deef70190d67",
"title": "Credits screen causes circular dependency graph",
"description": "Godot doesn't like having a cyclical dependency graph when it comes to PackedScene exports\n\nThis is a known issue:\nhttps://github.com/godotengine/godot/issues/24146",
"category": "d7f3156e-deab-4272-904a-646df391c36d",
"steps": []
},
{
"uuid": "788e1907-29f8-492b-a1d9-5c6a339bdb7c",
"title": "Add boss level",
"description": "",
"category": "2bf2b255-67ba-4e67-9e39-bd31cb5dd780",
"steps": []
},
{
"uuid": "e74d796e-6e39-4098-8aa3-978a3f4d9334",
"title": "Explosions are affected by physics in inconsistent ways",
"description": "When something explodes, it can sometimes fall (due to gravity) or continue on its path (like it has momentum). This behavior may be vaguely physically correct but was not intended and started occurring after disabling collision shapes.\n\nIt should be sufficient to simply freeze the nodes.",
"category": "d7f3156e-deab-4272-904a-646df391c36d",
"steps": []
},
{
"uuid": "b245ccc8-0a0a-4c21-84fa-530fcf0b237e",
"title": "Identify when player has fallen off the board",
"description": "",
"category": "da83a95d-2890-46d3-ba88-9e63d8da0a65",
"steps": []
},
{
"uuid": "0053ca14-5347-4029-bb7e-1a220b554cc7",
"title": "Add weapon manager",
"description": "",
"category": "da83a95d-2890-46d3-ba88-9e63d8da0a65",
"steps": [
{
"details": "Allow player to use missiles",
"done": true
},
{
"details": "Add missile pickups",
"done": true
},
{
"details": "Give mech an instance of WeaponManager",
"done": true
},
{
"details": "Allow weapon switching",
"done": true
}
]
},
{
"uuid": "25cc8ebb-6386-4630-a613-eff7f006a402",
"title": "Generalize pickups",
"description": "",
"category": "da83a95d-2890-46d3-ba88-9e63d8da0a65",
"steps": []
},
{
"uuid": "6f67aea8-9b43-4469-9675-28ea36e84573",
"title": "Projectiles are masked to not collide with player or enemy",
"description": "Grenades and missiles should collide with all character types.\n\nIn order to support this (i.e. turn on the proper collision layers), we need to be able to exclude collisions with the parent character. The projectile emitter needs to pass in the ID of the parent as a collision exclusion at time of creation.\n\n===\n\nSee stash 'change-enemy-masks'.",
"category": "d7f3156e-deab-4272-904a-646df391c36d",
"steps": [
{
"details": "Add means to exclude certain collidable objects",
"done": true
},
{
"details": "Update layers so projectiles collide with enemies",
"done": true
}
]
},
{
"uuid": "51f2eb60-fbd4-4e42-b1ca-f5293792e952",
"title": "Allow user to select a projectile (long-range) target by holding down the attack button",
"description": "",
"category": "da83a95d-2890-46d3-ba88-9e63d8da0a65",
"steps": []
},
{
"uuid": "b325c2a2-30fa-44e2-a074-ae678f6a1dd8",
"title": "Add weapon/ammo UI",
"description": "",
"category": "da83a95d-2890-46d3-ba88-9e63d8da0a65",
"steps": []
},
{
"uuid": "6b3037da-cead-452c-9582-7a0165e5373e",
"title": "Enemies should only drop the pickups for weapons they possess",
"description": "",
"category": "2bf2b255-67ba-4e67-9e39-bd31cb5dd780",
"steps": []
},
{
"uuid": "a926493d-020e-4b97-b127-80e77aba729d",
"title": "Fix missile rotation",
"description": "We hacked the missile to rotate its sprite and face direction, but we can just use the built-in rotation, of course.",
"category": "17f84e7a-1483-467f-9416-b50fe05877cc",
"steps": []
},
{
"uuid": "a53af30a-1248-4ce9-af0d-2e9ba8d9ff5d",
"title": "Create HealthManager class",
"description": "",
"category": "da83a95d-2890-46d3-ba88-9e63d8da0a65",
"steps": []
},
{
"uuid": "e7ce2f21-57ec-499d-9068-eeac3fead489",
"title": "Write shaders for \"lava\" floor glow or other effects",
"description": "",
"category": "8098e19b-3628-4202-bf0e-6c124903a6bc",
"steps": []
},
{
"uuid": "2b647899-789e-4808-b725-f9512f90fa8d",
"title": "Missile pickup doesn't play death animation",
"description": "",
"category": "d7f3156e-deab-4272-904a-646df391c36d",
"steps": []
},
{
"uuid": "20b64220-52f2-438c-8405-0df6bf846e55",
"title": "Make medkit a rigid body so it can fall",
"description": "",
"category": "da83a95d-2890-46d3-ba88-9e63d8da0a65",
"steps": []
},
{
"uuid": "8291bf58-3836-4ce6-9db8-00131972df86",
"title": "Review projectile logic",
"description": "Consider using an extra step or user input to lock onto targets so that a projectile is not released on the same click action as the lock-on.\n\nAlso, guided projectiles should hit the player cursor before initiating their guided sequence. This would allow for easier shooting around obstacles since it wouldn't be dependent entirely on the impulse strength.\n\nAlso also, consider not priming projectiles fired by the user or using a longer timer.",
"category": "2bf2b255-67ba-4e67-9e39-bd31cb5dd780",
"steps": []
},
{
"uuid": "1c184ad9-552f-4285-a053-f964cb784f12",
"title": "Make jump height variable based on time pressed",
"description": "",
"category": "da83a95d-2890-46d3-ba88-9e63d8da0a65",
"steps": []
},
{
"uuid": "d386949b-81f3-4995-ac44-16ac0ccef723",
"title": "Put platforms in another layer?",
"description": "",
"category": "8098e19b-3628-4202-bf0e-6c124903a6bc",
"steps": [
{
"details": "Allow enemies (trackers) to see through platforms",
"done": false
}
]
},
{
"uuid": "ce3c0ca5-a868-467c-94a0-3122f0590244",
"title": "Player can jump after falling off ledge",
"description": "",
"category": "d7f3156e-deab-4272-904a-646df391c36d",
"steps": []
},
{
"uuid": "31305b90-1b99-424e-9480-240adc754c07",
"title": "Enemies should aggro when attacked",
"description": "Merely setting the enemy state to Chase or Attack may not be sufficient as we put limitations on what each enemy type can do w.r.t player visibility. We probably want an Aggro state where enemies look further and for an extended period of time after they are attacked.",
"category": "da83a95d-2890-46d3-ba88-9e63d8da0a65",
"steps": []
},
{
"uuid": "8e3f8f72-f3c2-48c8-91c7-5cf266860d06",
"title": "Polish jump/platforming movement",
"description": "The player jumping and platforming needs to be much more rewarding.\n\nThe variable jump height logic needs some tuning. There should be various methods depending on intended feel.",
"category": "8098e19b-3628-4202-bf0e-6c124903a6bc",
"steps": []
},
{
"uuid": "00b666b8-399a-41d7-a0b9-7a805c11cc33",
"title": "Make an actual objective",
"description": "The medkit animation should be reused as some kind of objective the player has to collect. We would have to revert them to be static and user would have to solve a puzzle or face some obstacle to collect them.\n\nThe medkit could take on a different sprite (and collision shape), like one with a red cross.",
"category": "da83a95d-2890-46d3-ba88-9e63d8da0a65",
"steps": [
{
"details": "Restore old (static) medkit and rename as replicator",
"done": true
},
{
"details": "Current medkit needs a new sprite (and collision shape)",
"done": true
}
]
},
{
"uuid": "f5cc05c8-39cd-46ea-8fb2-ba93fd8f7da7",
"title": "Story idea",
"description": "The medkit orbs are \"CyberSteel replicators[1].\" They have the power to grow into powerful cyborgs and must be recovered at all costs. The replicators need a specific substrate to grow and are not seen doing so in this game.\n\n1. https://conwaylife.com/wiki/Replicator",
"category": "2bf2b255-67ba-4e67-9e39-bd31cb5dd780",
"steps": []
},
{
"uuid": "c9cd8d24-5536-4701-90a8-5e4902fa494d",
"title": "Rifle cannot be picked up",
"description": "We need to refactor to be able to fire the picked up event on the rifle.",
"category": "d7f3156e-deab-4272-904a-646df391c36d",
"steps": []
},
{
"uuid": "39b4dec8-9071-4008-bda3-029230017e1d",
"title": "Bullet tracers don't work great under high FPS",
"description": "Turn off V-Sync and turn on \"Print FPS\" in project settings. Bullet tracers may not show if the frame rate is higher than the monitor refresh rate.\n\nAre there any methods for dealing with a game that runs faster than the monitor refresh rate? Or do we just need to specify a minimum time displayed (must be less than firing rate)?",
"category": "8098e19b-3628-4202-bf0e-6c124903a6bc",
"steps": []
},
{
"uuid": "4f08e99e-f90b-4ab0-8772-822a54b9986e",
"title": "Friendly fire is friendly",
"description": "Players should be able to collide with each other and use weapons on each other but without damage (or reduced damage).",
"category": "2bf2b255-67ba-4e67-9e39-bd31cb5dd780",
"steps": []
},
{
"uuid": "69393b99-37ce-492e-a88d-7147370c320a",
"title": "New task",
"description": "",
"category": "17f84e7a-1483-467f-9416-b50fe05877cc",
"steps": []
},
{
"uuid": "6897ff1f-86c9-4f34-9fe5-adcd1728bba0",
"title": "Improved explosion damage",
"description": "Explosions need to use raycast and collide with world to explosions dont go through walls",
"category": "da83a95d-2890-46d3-ba88-9e63d8da0a65",
"steps": []
}
],
"layout": {
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[
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