More wandering sprite work

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2014-06-11 21:36:53 -07:00
parent 5e52eaf554
commit 9c19318ebd

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@@ -24,10 +24,6 @@ There needs to be 2 classes of AI : AI that runs from you, and AI that chases yo
See above, the AI should only react to you when you are within an FOV cone in front of them (90 degrees, centered on their (x,y) center, extending infinitely, pointing forward)
## TODO : Animated sprites
All of the different AI types need to have animated sprites for their various states (standing, running, walking, left, right, up, down, etc).
## TODO : AI 'Emotion' effects
When an AI is emotionally affected (scaredby the player, alerted to the player, relieved the player is gone, disappointed the player has escaped, etc), they should show "emotion" - sweat beads, anger bubbles, whatever.
@@ -44,10 +40,6 @@ The Chase AI should stop chasing you if it has not seen you for a certain amount
See above, once the Chase AI loses you, it should look for you for some time before giving up
## TODO : Dynamic lighting
* Dynamic lighting : The project uses Phaser, so this will require a combination of the light masking and raytracing effects described [here](http://www.html5gamedevs.com/topic/6771-masking-to-simulate-light-area/)
## TODO : Random dialogue from people around the map
I really liked how Thief would let you sit aroud and voyeuristically listen in on people you were about to pillage/bop across the bonce. This should have similar effects, but in keeping with its 2D JRPG roots, it should be done with word bubbles or some other text based display that doesn't interrupt the play and doesn't rely on voice actors I don't have.