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medievalwar's Issues

Implement level objective

Implement level objective (or victory condition) system:

  • Each level can have one or multiple objectives
  • There is only one main objective
  • Completing main objective clears the current level
  • Objective types:
    • Defeat the boss
    • Defeat all enemies
    • Survive/Defend

Friendly suggestion

Hello @tranchikhang , I have been following your progress in this project, is getting better and better.

Can I sugges an improvement in the task/feature managment?

I see you have a "task backlog" in the readme. I would create one github issue for each of this entries, such as one issue for "Core Gameplay :: Ally support", this way you can link commits with their task, and it's way easier to find where you implemented each thing, you can even have a "kanban" style board (known as Github projects)

You can see working example in my repo "owge".

Best regards!, keep the great work ๐Ÿท ๐Ÿป

Aggressiveness level in AI system

  • Each unit has different aggressiveness level
  • There are 3 level:
    • High: move towards player
    • Normal: wait for units to be in range
    • Low: stay defense (usually for bosses)

Implement leveling system

Follow Fire Emblem's leveling system:

  • Maximum level is 20
  • Maximum level should be configurable (no hard-code)
  • Level increases when a character gets 100 experience points
  • Need to define a simple experience calculating feature

Bug in context menu after removing unit from the map

Description: After an enemy unit is killed and removed from the map, move the cursor to another enemy and error occurs

Console log: "Cannot read property 'name' of undefined" instatusmenu.js

Cause: removing enemy unit from the map makes the length of enemy unit list changed, but the indexes remain the same

return this.enemyUnits[index - Constants.TILE_ENEMY_UNIT_START];

so getUnitByIndex will return undefined.

Implement Item system - Unit inventory

Follow Fire Emblem's inventory system:

  • Each unit has 5 slot in inventory
  • Number of slot should be configurable (no hard-code)
  • The first weapon in inventory is considered "equipped weapon", which will be used in combat
  • Unit can equip any usable weapon in inventory

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