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Notes for timetracker

music sources: 
https://incompetech.com/music/royalty-free/music.html 

Combat Theme 1 "8bit Dungeon Boss"
Intro Theme 1 "Lightless Dawn" 
Victory Theme Zelrik 1 Ambler "C:\Users\Public\Music\Game Bundle 2 - Retro\Ambler\214 BPM - Faster\Ambler 214 FULL MIX.wav" 
Victory Theme Kaiyara 1 Mellowtron "C:\Users\johnk\BirdsongFlightOnCrookedWings\music and sounds\music\Mellowtron 144 FULL MIX.wav" 
Victory Theme Veezal 1 Jaunty Gumption "C:\Users\johnk\BirdsongFlightOnCrookedWings\music and sounds\music\Move Forward 124bpm FULL MIX.wav"  
Victory Theme Tawnette 1 Move Forward "C:\Users\johnk\BirdsongFlightOnCrookedWings\music and sounds\music\Jaunty Gumption 180 FULL MIX.wav" 
Defeat Theme 1 "Meatball Parade" 

possible future songs
Ambler (slow and sauntering) 
Jaunty Gumption (upbeat!) [Veezal]  
Mellowtron (very mellow) [Kaiyara?] 
Move Forward (bouncy! flute-y)

dodge: "C:\Users\Public\Music\leohpaz\50_RPG_Battle_Magic_SFX\25_Wind_01.wav"
fire heal: C:\Users\Public\Music\leohpaz\Retro_Fire_SFX_1\07_Fire_Summon.mp3
dark block: 

  blight death: "\Retro_DarkMagic_SFX_2\07_Demon_Cry.wav"
  blight impact: "\Retro_DarkMagic_SFX_1\03_Hit.wav"
  blight launch: "\50_RPG_Battle_Magic_SFX\46_Poison_01.wav"
  blight summon: "\Retro_DarkMagic_SFX_2\01_Doom_Summon.wav"
  crush impact: "\19_Earth_SFX\09_Earth_III_Hit_II.wav"
  crush launch: "\50_RPG_Battle_Magic_SFX\29_Earth_01.wav"
  elec impact: "\50_RPG_Battle_Magic_SFX\18_Thunder_02.wav"
  elec launch: "\Lightning_magic_SFX\06_Shock.wav"
  fire impact: "\Retro_Fire_SFX_1\04_Fire_I_Hit.mp3" 
  fire launch: "\50_RPG_Battle_Magic_SFX\04_Fire_explosion_04_medium.wav"
  node destruction: "\Retro_DarkMagic_SFX_1\11_Dark_void.wav"
  slash impact: "\Minifantasy_Magic_Weapons_SFX\Minifantasy_Magic_Weapons_SFX\Attacks\SlashS\SlashS_Fire.wav"
  slash launch: "\50_RPG_Battle_Magic_SFX\13_Ice_explosion_01.wav"
  stab impact: "\Minifantasy_Magic_Weapons_SFX\Minifantasy_Magic_Weapons_SFX\Attacks\Pierce\Pierce_Fire.wav"
  stab launch: "File: \50_RPG_Battle_Magic_SFX\21_Water_01.wav"

achievement sound 1: ""C:\Users\Public\Music\8 Bit SFX Pack\8 Bit SFX Pack\OGG\01_Coin Pickup_v2.ogg""

  generic block (invulnerable armor): "C:\Users\Public\Music\leohpaz\19_Earth_SFX\11_Wall_Block.wav"

attack: 
ZA1, ZA2, ZA4 
KA1, KA2  
VA1, VA3  
TA1, TA4 
BEPRA1 

summon: 
VNA1
TA3 

support: 
ZA3 
KA4
VA4 

utility: 
VA2 
KA3 
TA2 


CURRENT ASSIGNMENTS

ticket list: 


https://docs.google.com/spreadsheets/d/165g7RgEuW-W6R7y9qPtB1a9J8zJk6tbmvymEah1RQk8/edit#gid=1066370014  
  Action design


##INSPECT WHY THIS CAUSES DOUBLE-DAMAGE 
func _on_area_entered(area):
# if times_dealt_damage>0:  # Ignore collisions if damage has already been dealt #I don't think I need this anymore
# return #I don't think I need this anymore
 if (area.get_parent() is GameUnit): 


 var body = area.get_parent()
 if get_parent().EntitiesAreDifferentFactions(statsFromSinger, body.unitStats): 
# times_dealt_damage+=1


 if body not in last_hit_times:
 last_hit_times[body] = baseActionForStats.hit_cooldown
 hit_counts[body] = 0


 if last_hit_times[body] >= baseActionForStats.hit_cooldown and hit_counts[body] < baseActionForStats.hit_limit:
 body.getWrecked(baseActionForStats, statsFromSinger)
 createDetonation()
 last_hit_times[body] = 0
 hit_counts[body] += 1
##END INSPECT WHY THIS CAUSES DOUBLE-DAMAGE 




note 5) some attacks can hit two enemies at once when I don't expect them to (race condition) [some attacks are supposed to hit multiple enemies] (MAILBOX??)
  this is probably not a one-liner

2) maybe specify how many resources are needed for remaining abilities?
3) maybe look at InputBlockingTimer 
4) progressive difficulty system?!?!?! 
N) different fonts/colors for characters' textboxes, and text contents? 
5) ACTION MECHANICS
5a) -ACTION MECHANICS: selfbuffStacks 
5b) -ACTION MECHANICS: thing. uh. what? oh, right, the dashing into SPLAT. right 
5c) -ACTION MECHANICS: triggering EVENTS (like Tawnette's Storm Serenade's 'all my friends shoot a projectile' effect)
6) CONSUMABLES! 
7) (bookstack) city planning

   

Things that are still strange
1) -oh no text boxes are tied to actions! 
2) -joyful spark b is tied to joyful spark a
3) why is 'get (not) available' worded so strangely? 
4) genericSpriteOffset is a strange name for 'source of singing'
5) why do we use .position on the canvas_layer instead of global_position

Things that seem solved, but we should keep an eye on...
1) possible performance issue with 'process' on audioplayers, maybe the changes should be happening in the 'audio slide'
2) -hardReload level troubleshooting (to avoid weird scenarios) 
3) possible race conditions with buffs