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cave's Issues

Overworld!

Add a completely different map type to add some variation to the game, along with a way to transition between the two.

Let's not worry about persisting the levels for now, and just regenerate them on arrival.

World class cleanup

The World class is an abomination, particularly the placeRoom function. It would be simpler to build the rooms and corridors from pre-determined templates (and this would make it easier to add new room types)

Get some new artwork

Oryx's art is great and free, but seriously overused. Come up with something different.

Script deployment

Ideally one command to build and upload, updating hosting page if needed.

Consider using a different name for each built swf for cache busting purposes. (But this could break save games if they are added in the future)

Enemy collision detection

Enemies frequently get buried in the wall by knockback. Same thing doesn't happen for player, oddly.

Gem veins

It might be fun to add deeply buried veins of gems in the cave, rewarding tunnelling.

World.makeSomeNoise() produces a bitmap with three values (floor, rock, gem), but Flixel only uses the first two. Will have to extend Flixel to use more values, or add a function to overlay a bitmap on an existing FlxTilemap

Design page to host game

Just something simple. Controls + swf. Comments might be nice, but not necessary.

Hosting on GitHub would be a big plus, but not sure if pages allow flash embedding.

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