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tiny_rogue's Issues

Audio System

Lots of different things in the game could be made better with an audio cue! I foresee the design like this:

  • Audio Manager has a public function to play audio
  • Audio Manager has a hard-coded set of "events" that can be played, each linked to a specific AudioClip
  • Different systems/entities can call in to the Audio Manager when they want to do something

Example: Player successfully moves, and calls AudioManager.PlaySound(Footsteps)

Note all the CC0 audio assets are available in the /Audio/Effects folder.

Level Tracking and Win Condition

  • Have a system that can tell what level of the dungeon the player is on (Let's start a 1 instead of 0 :))
  • Add a decision about when a given level will be the last level. Hard coded - level 3 for instance would be fine.
  • Add winning item to final level (currently a crown)
  • The end tile should be reachable from the players starting position
  • The player should always be able to walk from their starting position to the down staircase (otherwise they're trapped and the game is unwinnable!)

Note: Unless you want to don't bother with up-staircases. It makes things simpler if we don't have to worry about the state of previous levels

Start Scene doesn't work

The buttons in the Start Scene both have scripts to load into either the ASCII or Graphical version of Tiny Rogue.. unfortunately they don't work, and instead throw the following error:

EntityManager.AddComponent/RemoveComponent/CreateEntity/DestroyEntity are not allowed during Entities.ForEach. Please use PostUpdateCommandBuffer to delay applying those changes until after ForEach.
   at Unity.Entities.EntityManager.BeforeStructuralChange() in C:\UnityDev\hw19-tiny_rogue\Library\PackageCache\[email protected]\Unity.Entities\EntityManagerSync.cs:line 33
   at Unity.Entities.EntityManager.CreateEntity() in C:\UnityDev\hw19-tiny_rogue\Library\PackageCache\[email protected]\Unity.Entities\EntityManagerCreateDestroyEntities.cs:line 57
   at Unity.Tiny.Scenes.SceneService.LoadSceneAsync(SceneGuid sceneGuid) in C:\UnityDev\hw19-tiny_rogue\Library\PackageCache\[email protected]\DotsModules\Unity.Tiny.Scenes\SceneStreamingSystem.cs:line 69
   at ButtonLoadSceneSystem.<OnUpdate>b__0_0(Entity entity, PointerInteraction& pointerInteraction) in C:\UnityDev\hw19-tiny_rogue\Assets\tiny_rogue\Scripts\Systems\UI\ButtonLoadSceneSystem.cs:line 15
   at Unity.Entities.EntityQueryBuilder.ForEach[T0](F_ED`1 action) in C:\UnityDev\hw19-tiny_rogue\Library\PackageCache\[email protected]\Unity.Entities\EntityQueryBuilder_ForEach.gen.cs:line 82
   at ButtonLoadSceneSystem.OnUpdate() in C:\UnityDev\hw19-tiny_rogue\Assets\tiny_rogue\Scripts\Systems\UI\ButtonLoadSceneSystem.cs:line 13
   at Unity.Entities.ComponentSystem.InternalUpdate() in C:\UnityDev\hw19-tiny_rogue\Library\PackageCache\[email protected]\Unity.Entities\ComponentSystem.cs:line 818
   at Unity.Entities.ComponentSystemGroup.OnUpdate() in C:\UnityDev\hw19-tiny_rogue\Library\PackageCache\[email protected]\Unity.Entities\ComponentSystemGroup.cs:line 451

I think this can be fixed by pushing the call to LoadSceneAsync in ButtonLoadSceneSystem.cs out to a command buffer.. but I'm not technically knowledgeable enough to investigate/implement this myself.

Add stairs

  • Add a Z tile to indicate a downstair case
  • Listen for the Z key
  • If the player presses the key when on a stair case, regenerate the level

Robert Marriott

Inventory System

Inventory System

For the representation seems like inventory items should be entities. Maybe everything with a “CanBePickedUp” component.

  • Decide on a simple item, let’s say a sword
  • Items need a “name and description” component.
  • Put the sword into the world on a tile
  • Add a log line “There’s a sword here” when the player walks over it
  • Pressing z (interact) removes it from the world while the player is over it
  • The sword should be placed in the player inventory. How to represent that. Perhaps another tag? ends up as a dynamic buffer on inventoryEntity in inventorySysytem
  • When the player opens the inventory they should see they have a sword

Items in the world should be removed when the level is destroyed.

Collectibles

Items exist in the level and you can pick them up

Loot drops

When enemies die, they give up items that you can then collect

Active Examine System

  • Pressing l should put you in an examine/look state
  • In this state cursor can be moved around the world and the log will display a brief message about what's there.

Improve the log system

I don't think the current log system is how they normally work in roguelikes and if a lot of things happen in a single turn then it will be hard to track.

Score System

  • Assign the player a score when the die
  • Design some kind of formula Gold + Dungeon Level*10
  • Store previous runs (no need to write to a file, just in memory)
  • Have a leaderboard screen that can be entered from the title screen

The Dungeon Generator task has a subtask to record what level of the dungeon you're on.

Text Rendering is broken

Fonts throughout the game do not render correctly. I think this is down to the font generation config in TextMesh Pro.

Adding paging to the Log

Log messages probably should be queued up and sent over a couple of frames.

  • Check an existing roguelike to see how log events are handled
  • Show all logs that occur on a single frame one after the other

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