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"
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:
2) victory danse
5) add a 'buff timer' display
4) rework the targeting arrow and include it in settings menu
7) modify||cleanUp the character attacks to make them distinct
1) ERRANDS (
enable the targeting arrow, tweak monster abilities, tweak buffs, change default master volume)
https://docs.google.com/spreadsheets/d/165g7RgEuW-W6R7y9qPtB1a9J8zJk6tbmvymEah1RQk8/edit#gid=1066370014
Action design
elif(songToSing.auto_aim_type=="auto_aim_compass_8"):
aimingTrajectoryDirection = get_parent().get_parent().get_compass_direction(get_direction_to_target_game_unit(myCurrentClosestTargetLocation, self.global_position))#maybe refactor this?
decide anim for victory spin
decide anim for victory damse
##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)