dungeoncrawler

1.0.1 • Public • Published

"Focused, hard work is the real key to success. Keep your eyes on the goal, and just keep taking the next step towards completing it. If you aren't sure which way to do something, do it both ways and see which works better."

move spawned encounter instances to playerAgent so they can be saved in tandem

  • demesne, sepulcher, skein of x, ophidian, quay, ambulatory, hydratyr, seminary, effluvium, vivarium, hypostyle, winnowing x, narthex, transept
  • keep corspes, but despawn them on new spawn -party does no dmg while moving =-DM interface
  • enable clearing individual palettes
  • select from all angles
  • copy/cut/paste =- monster movement
  • autofocus in combat
  • highlight focused monsters
  • add diagonal movement
  • reposition monsters in FRONT of party when combat starts
  • (optional) add animation for combat reposition
  • idle animation
  • add other monster placeholder sprites for testing
  • sideways movement
  • flying monsters
  • monster combat animations (attack, take damage, death)
  • (debatable) replace take dmg animation with blood particles
  • backrow in combat
  • monsters can move during combat too! within limitations, that is
  • reach 2 = flyers

// when entering encounter, reposition monsters acc. to rows // when moving during encounter, reposition monsters acc. to rows // when leaving encounter, scatter surviving monsters inside their cells -fix stairs -can get rid of the state clusterfucks inside combatcontrols by changing variable scopes -falling damage (when more than 1 block away from floor) -add models: better stairs slope low wall ladder broken stair chest sarcophagus bridge -freeview camera rotation on/off -vertical rotation -select/edit multiple cells +fill selected cells with N +clear all -rotate -cut/paste -copy/paste +add level teleporters -water tiles -encounter sprites

  1. refactor combatcontrols and dungeon : gate spells: summon, then bind/negotiate (if intelligent) : random encounters : monsters travel the encounter area a la demise : escaping from an encounter - loss of xp reward if monsters fell : status: : hungry - weakened body + strengthened mind // weakened all : well-slept - improved XP gain : sleep-deprived - weakened all, reduced XP gain : sick - can't eat, may fumble actions, attribute penalties : poison - temp. attribute damage : bleed - DoT : skills: : gardening : lore: monsters : lore: dungeons (better at identifying and dodging traps) : languages (read teleporter plaques, talk to intelligent monsters) : communication (get quests from intelligent monsters ('You look like a reasonable fellow...'), get rewards from intelligent monsters) : items : ring 'o nine lives : stone/granite/flint/obsidian/bronze/steel/mythril/adamantite/meteorite/diamond : sigmund's sickle

editor

  • texturing

  • door + animation

  • torch + lighting

  • ladder (2 and more levels)

  • spinner

  • darkness zone

  • teleporter

  • switch

  • feature (barrel etc.)

  • dungeon layout editor via redux

  • switch between dungeons

  • one-sided wall

  • clear tile

  • staircase model

  • inter-dungeon travel

  • door (animation)

  • walled borders editor feature

  • chest (look at me!)

  • sky plane

  • torch (lighting)

  • explore world in free 3d view in dmclient

  • write for different types of floor and wall

  • walls to wall rename

  • create an event cell

  • create a staircase cell

  • introduce a map layer on top of z-layer e.g. dungeonoffoo

  • encounters

  • fog

  • webgl navigation

encounterset: {

}

floor types

1: floor 2: stairwell down

wall types

1: wall 2: stairwell up

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npm i dungeoncrawler

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Version

1.0.1

License

MIT

Unpacked Size

84.5 MB

Total Files

186

Last publish

Collaborators

  • kuzmich