mattk210 wrote:bosses: Did you mean to say "the editor can't access"? If so I can sort of see where you're coming from. I guess we could improvise bosses with specific situations, yeah. Although instead of having a lot of enemies, it might be more interesting to have some unique combination of objects and terrain with a normal enemy that somehow makes it hard and bosslike. I suppose meeting a new enemy for the first time could count as a boss too.
I'm on the go at the moment, Might post later, might not, but no, I meant the editor can access, as in "I don't think it would be a good idea to have bosses the editor can access", but maybe ones that we can hardcode.
I also think it would be contextual, for some areas it would be hard because it would be a bullet hell, for some areas it could be one really fast enemy, or whatever. I'm not sure that it shouldn't just be a hectic "shit there's so many enemies get to the exit" dash sometimes as well (works very well in N), what are we actually doing for level "ends"? Cause I don't think a boss battle is a good way of doing that (I'd love there to be "minibosses" etc guarding cool stuff that you don't need but might want).
Hud is split into map, level totals, HP indicator, and inventory.
the map shows the level on the XY plane (the up down left right plane), while what was the "height" indicator is now a "depth" indicator.
Level totals, I'm not sure if these would be useful or not here. Could be good to have an overall count I suppose but mleh.
HP is generic battery meter.
Inventory is 3 slots (so you can swap between all items with two buttons and always be within one press from them, as well as limiting the player's ability to carry lots of guns as well as lots of cool gadgets.) and the name and ammo for the one in use (in this case an M16F with 30 bullets left).
I'm keeping it this simple because I think any other more in depth info could be obtained from a "dashboard" which would flip up upon hitting [esc] or whatever "menu" was bound to. That could have info like a big map, totals for everything, a list of enemies killed, artefacts and an analysis of them upon clicking, maybe inventory if we have more slots available (I think that should be an upgrade), as well as saving/quitting options etc.
Ahh have to go sorry I haven't done more work on this, I'll be mostly inactive over the next week :( Sorry for not getting milestone one completed. Matt, if you want to plough ahead with levels go for it, I'm just thinking of making the "mask" data between levels construct a tilemap of solid pixels where the mask is and using FlxU.overlap(player,maskB) or whatever to determine if the player can move backwards and forwards or not. 0 would generate no mask, 1 would generate a tile in the BG mask, 2 in the FG, 3 in both. We could expand this for logic alterations (like low gravity in water etc) and anything else that needs zoning (AI areas?) later on. That's what I had/have planned, if you run out of stuff to work on then go for it, I'm sure you wont ruin my vision.
I'll check in when I can, and code if I get the chance, but it's looking unlikely as of now. If you need to reach me urgently about something, PM me so i get an email bump.