From 9c19318ebd59acc2037600098bd80598875038a3 Mon Sep 17 00:00:00 2001 From: Andrew Kesterson Date: Wed, 11 Jun 2014 21:36:53 -0700 Subject: [PATCH] More wandering sprite work --- README.md | 8 -------- 1 file changed, 8 deletions(-) diff --git a/README.md b/README.md index b19b5ac..be13536 100644 --- a/README.md +++ b/README.md @@ -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.