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License: Apache License 2.0
Whatever we end up making for the GMTK game jam!
License: Apache License 2.0
Description
A common complaint was the lack of a tutorial or introduction to the game. A cutscene and/or easier dialog could help tell the players what buttons to press and what their goal is.
Ideas
Can we add videos directly? Or do we need to animate a series of images? Either way, maybe they can go to a different start screen, which may require some reorganization since the current main screen is the game itself.
Description
Currently, a Character renders itself with a static image if not moving or an animation if moving. Our NPCs are slowly drifting downwards so that they are technically moving and, thus, animated. It would be best to avoid such jank.
Ideas
Plenty of ways to do this, but what immediately comes to mind is an animatedWhileStill boolean. Default it to true, set it to false for the player and any NPCs we want to add movement to. Then remove whatever is setting the speed of those NPCs and you're golden.
Description
Currently, dialog is stored in a HashMap and retrieved using a character's String name. The dialog counter is stored and set in another HashMap, too. This is buggy as hell and, whether it fixes any of our dialog bugs or not, the Character class should really be able to set its own dialog text, handle incrementing its own counter, and return the proper string.
Ideas
I think we can keep most things in Dialog, then make a setter method that pulls from there when we create characters that need to talk.
Intent
We need more player feedback when actions are taken.
Description
A few different sound effects of dice being rolled would be nice, as that's the main action the player takes. Other possible sound effects to start with could include walking and speech blips for each character. If you want to be ambitious, we could give a sound effect to each individual glyph!
Description
Currently, pressing a movement key immediately and unceremoniously clears any dialog from the screen. This was jarring to many players in the game jam who would try to walk back toward an NPC talking to them.
Ideas
Perhaps moving out of a radius could clear the dialog? Ensure the dialog can be overwritten and that we check the radius of the new speaker if that happens. What about Chaeri tips? Better than an edge case just for her, we should do something with all dialog from a character not on the map.
Intent
It would be nice to provide more feedback to players when they roll. Giving the dice a quick tumble could help.
Description
For both the red and blue die: several blurred images of the die seen from different angles. While it is easier if these images are 128x128 to match a die side, I think they might have to be larger, otherwise the die will appear to shrink. Whatever you pick, make it uniform for all images. All images should be compiled into a single square PNG with dimensions of a power of 2 โ I can help with this if needed.
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