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gamejamtestgame's Issues

Make Sounds

Minimum viable is:

  • Courier picks up package
  • Courier drops off package
  • Package is delivered
  • Package is reset

Other ideas, not necessary, but could add to the experience:

  • Mouse over something clickable
  • Click on something clickable
  • Unclick on something you're dragging

Package Functionality

Packages need to be able to be picked up and dropped off (I think this should be in the Courier)
There are multiple types of packages:

  • Basic package, has a destination and checks if it made it
  • Magnetic, can't be moved too far from it's pair, if it is, it's forcibly dropped where it is
  • Radioactive, can't be put too close to it's pair, if it is, lose condition

Win/Lose indicators

Need some way to indicate to the player when they've successfully completed a level, or have failed.

Probably is a Win screen with a next level button, or a Lose screen with a restart button. Though details could be important: Does something happen which indicates what caused the win or loss? How long do the screens take to show up? Any extra flair? etc.

Editable children of Courier reintroduces manual path editing

With the set_editable_instance function in CourierInit, the children of the Courier are displayed, and clicking on the path of the Courier can edit it manually, making it go off the roads.

I think this can be addressed by creating a duplicate of the instanced scene, instead of an editable instance? This suggests that instances by default change the original: scene https://docs.godotengine.org/en/stable/classes/class_node.html#enum-node-duplicateflags

Make Levels

We need at least 3 levels, but more is better

  • Intro level, deliver normal package
  • Second level, deliver radioactive package
  • Third level, deliver magnetic package

Other ideas, if we want:

  • Multiple special packages at once

Home Menu

We need a start menu with at least buttons to exit and start the game. An options button may be desired as well, if so, need to create an issue for an options menu.

The play button should open a level select screen, unless no levels have been unlocked. Or maybe that should be a separate button.

Make `spritePipelines` generic

Allow for generic usage of the 3d-to-2d pipeline for more than just the truck.
Will allow for using it to render out 3d assets

Do Art

Game needs art so it can look good. Don't really have guidelines, but needs doing.

Design Package level building tools

Packages have a small amount of functionality. They mostly just keep track of a target, and whether they're at that target, with potentially different rules for special packages (e.g. contraband, magnetic, or radioactive)

How should we add packages to a level? The simplest is just to have custom node types of each type of package, with exported variables for target locations, and whatever else (e.g. paired package in the case of magnetic)

Potentially we could introduce a plugin for this as well, which can easily place packages, target locations, and cycle through package types, introducing required things as necessary (e.g. paired package for magnetic). This might be nicer from a level design perspective, but needs design on the controls.

Double-clicking Intersections seems to break the RoadBuilder plugin.

On the courier-functionality branch, if you double click on an intersection to toggle it between intersection and dropoff, the RoadBuilder plugin becomes unresponsive. e.g. Clicking does not add new points, clicking and dragging on intersections moves the whole roadmap.

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