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todo.md

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Infecdead

Bug Fixes

  • Profile slow render performance.

Features

General

  • Saving and loading of game world.
    • Should be able to save to/load from one of the three profiles.

Progression

Stage 0
  • Initial phone call conversation (from friend to you): Friend: "Hello, it's <friend_name>! I need your help" Me: "What's going on?" Friend: "There's an infection going around, it's turning the citizens into zombies!" Me: "I'm on my way"
Stage 1
  • Fade through black to initial town hall scene.

  • Cannot leave town hall until talk with friend.

  • Conversation goes something like: Me: "Wow, it's worse than I thought. Where is everyone?" Friend: "I'm so glad you made it. There are people scattered all across the town, I need you to go and rescue them. I'm working on an antidote here." Me: "I'll try - no, I will - get them all!"

  • Chest in the town hall, with a small weapon.

  • UI should indicate current objective.

  • UI should have a point counter, which goes up with each kill. Later on, curing should increase this more.

Stage 2
  • Exit town hall.

    • Outside should be an indicator of where to bring the hostages (rounded rectangle?).
    • Maybe a tooltip outlining exactly what to do?
  • Bring the hostages back to the indicated area.

    • Zombies deal damage to the player.
    • Zombies deal damage to the hostages.
    • Hostages move towards the player, and away from nearby zombies.
  • Different weapons could be available.

    • Pistol: - Range: short - Cooldown: medium - Number of shots: medium - Damage: high
    • Rifle: - Range: long - Cooldown: long - Number of shots: low - Damage: high
    • Slingshot (shoots multiple projectiles): - Range: short - Cooldown: medium - Number of shots: medium - Damage: low (per projectile)
  • Weapons should have a stun mode, which only temporarily disables the zombies. - [ ] Perhaps a blue projectile instead of the normal black one? - [ ] To make the choice between shoot and stun more relevant, maybe stun can fail and enrage the zombie (for a limited time?). Enraged zombies would move faster and do more damage. Or perhaps enraged zombies can infect hostages.

  • UI should indicate number of hostages saved (perhaps in the objective tooltip?).

  • UI should indicate number of zombies killed (perhaps in the objective tooltip?).

  • Minimap should show location of remaining hostages.

Stage 3
  • Objective should say something like "I should go talk to <friend_name> now".
  • Return to the town hall and speak with the friend: Friend: "Great job, you did it." Me: "How else can I help?" Friend: "I'm developing a cure for the infection, but I'm missing some key ingredients. Can you get me some from around the town?"
Stage 4
  • Products should be in chests around the town (e.g. wheat seeds from farms, beakers from the lab).

  • Player should place retrieved items in a town hall chest (marked out in UI).

  • One building might have its lights out, player can choose to go find a torch.

  • Player has limited inventory space, so they must choose what to keep with them.

  • Once all the items have been retrieved, friend starts talking again.

Stage 5
  • Dialogue: Friend: "Excellent. I have everything I need now." Friend: "That should do it. Here, take this and try cure as many zombies as possible."

  • Weapons should now have a third mode (shoot, stun, cure).

    • Curing process may take a second or two.
    • Curing may fail.
  • Player must clear the map of zombies, whether that be by killing or by curing.

    • Maybe curing gives more reward points than killing.
  • Zombies should be able to re-infect cured hostages.

  • Alternatively, perhaps curing is a melee attack, which incentivises stunning the zombie first (and bringing into play the enragement mechanism).