Preliminary PyWeek 11 request ideas: color to claim, strike to mark done
Important (notify Blake when complete)
MC digging with a shovel (only towards the right, can be 2 frame animation)
Exterior of MC's small airship/escape pod type thing 3x4 tiles (fixception will be drawing a small one for the cutscene, so coordinate with him) This is already stubbed in /tiles/escapepod/ and is already in tiles.txt.
The 6 stones
life powerup and money powerup (these are already stubbed in images/misc/. frame 0 will be shown most of the time, then 1 and 2 will be shown in quick succession every 1.5 seconds or so to give a "glimmer" effect)
sign post (this is stubbed at images/tiles/signpost.png and is already in tiles.txt)
Shovel and compass badges for inventory (already stubbed at images/ui/shovel-have.png and compass-have.png)
Palette shift as many enemy types as possible at least once, so we can have tougher variants of the same enemies with more HP in more advanced parts of the game.
"when you add a palette shifted enemy sprite, put it in a new
folder where the contents of the folder have the same file
layout as the original --Blake"
Animations
Steam spray animation.
Item Related
16x16, transparent background ammo types
- Basic
I have but if it doesn't match the style of the next 3 it wouldn't hurt my feelings if we changed it.
- Frost
- Flame
- Multi-Shot
For world map
Palm Tree
Buildings - simple reusable bricks that are tileable in any direction, with overlayable edge molding, window, A-frame roof. The brick tile can be swapped out with a different color or building material and so it could give quite a bit of diversity with all the other tiles the same
dirt (with 12 directional transitions to grass)
sand (with 12 directional transitions to grass and 12 transitions to water)
rock
3-piece column (base, repeating middle, crown)
Tiles
Doorway blocked by foliage and after burned with fire extension before and after
Light beam tiles for puzzles (won't take up an entire tile, probably a layer above the actual dungeon tiles)
Mirror tiles for player to manipulate for light beam puzzle, free standing
Cogs and gears associated with opening and closing some doors, clockwork like, a few frames for animation (imo this is something extra if we have time for it, just sounds cool)
Floor tiles with plant overgrowth to merge with normal floor tiles
Wall tiles with plant overgrowth to merge with the overgrowth floor tiles, if possible have this consistent/transition to the doorway block with foliage tiles
Stairs tiles for going up and down floors
Little mound of dirt to signal where player should plant seeds
Ivy overlay like plant overgrowth (maybe darker?) for player to climb up
Lily pads to sit on water to act as a bridge for the player on water
Tall palm tree that player can walk on top of (top layer acts as a floor tile, bottom is trunk)
Pedestal for dungeon items
Cogs and pipes background
Floor Grating
Dirty Wooden Floor
Catwalk tiles
Metal Floors
Plain Dirt Floors
Plain Rock/Dirt "walls"
Natural Rock "stairs"
High priority to unblock the cartographers: basic brick walls for each direction 12 total (flat walls in 4 directions, convex corners (4), concave corners (4)), and possibly palette shifted for each color theme of each dungeon. I'll need these to make the Rectangle tool in the map editor.
Swamp tiles
Swampy-water tiles
Lights (torches)
Light tiles (bright)
Fire tiles
Floor panel (something that can be stepped on to push down)
Pillar/Wall tile with a switch?(it's a switch tile that layers over wall tiles)
Metal pillar looking tile (I think this is used with the grappling hook?)
graveyard tiles
gravestones
skeleton
murky water
blue fire
dead plants
dimly lit lights
is it possible to do a fog transparency?
Dirty industrial tiles
small fountains
water spouts to be placed on wall tiles that spill into a pool
Factory work tables
Furnaces
Pipes sticking out of ground
Metal stairs
battered crate that looks like it could easily be destroyed by smacking it with your sword
bushes
Lava
Cracked rocks to hit with the sledgehammer
Character Sprites
Main Character - sabre swinging
Main Character - hammer
Main Character - drill
Main Character - arm thrust forward for shooty thing
Main Character - falling back when getting hurt
Main Character - passed out on ground
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