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TODO
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TODO
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~~Finished - Basic Tick Example~~
*- tag v0.9
*- push tags
*- branch develop
*- create various npm libraries for middlewares
*- rename repository to “effect-tick”
*- merge to master
*- tag v1.0
*- branch develop
*- Greatly improve README for anyone to use
*- bind key to shoot fireball from me. Enemy is still automatic.
*- add y coordinate to demo entity reducer and all actions
*- update seek to work with y coordinate
*- add the y coordinate for graphics
*- ensure it all still works
*- add jump action
*- ensure it works
*- seek doesn’t seek y properly.
*- commit, push
*- npm link tick folder
*- Tick: switch the effect for an action, so any library can use it.
*- get my project to work with the new action version.
*- clean up folder structure
*- graphics should be in a separate folder.. for now keep it in graphics.js
*- get the thing working again with the file moves.
*- all generator actions should probably be taken down a function. Do I need to do args => generator(), while not just generator(args)?
- things don’t feel entirely encapsulated… Make them nice
- copy the code and create a seed project
- get the seed working with parcel instead of webpack/babel
- copy the seed and create a new game!
- ipad mini resolution
- see notes, and do turn based RPG with 2d plane
- pause individual ticks, would be handy. Could freeze a character and all their abilities, or just an ability, etc.
- Advanced Logger with a tree
~ maybe in middleware to detect generator, then pass on to effect processor that it has a parent. I would need to intercept “put” effects to add them to the tree, and add a branch to be passed on to other put effects, also tick?? Different colours for effects and actions?