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TODO.md

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To do

  • reduce volume across the board
  • add retry option (retry or continue options with arrow and interact selection)
  • add level select
  • add music
  • add sound effects and music volume settings
  • speed time up if winnable state and no customers left to spawn
  • semi-randomise character types (make sure you don't just get one type, and maybe make sure you get at least one of each type)
  • show speech before derendering customers:
    • professional: "I can't work without cofee!"
    • vegan: "Where are your vegan options!?"
    • old person: "muffled discontent"
  • make customers move at different speeds
  • add slider challenge to fix problems
  • add clock graphic
  • add slow time accessibility option
  • rename customer spawner queue manager given it manages movement until they leave the queue?

Done

Post-jam

  • add intro scene with details about gameplay and customers
  • shift queue end to left of counter, or left end of counter
  • update key tutorial per design (small platform, keys location, continue text location)
  • switch order of intro and tutorial
  • add 0 stars sad sound effect

Jam

  • add floors and steps with collision detection (one way for steps)
  • add player with movement physics
  • add counter and tables
  • add coffee machine, oat milk, and speaker with collision detection
  • add jump buffering
  • add 1 hour timer
  • add title screen
  • add jump sound effect
  • add player collision detection
    • on coffee machine
      • in working state, on input, switch to broken state and send signal
      • in broken state, if input > N seconds, switch to working state
    • on speaker
      • on input, send signal and render crack in random spot
    • on oat milk
      • on input, send signal and render spillage in random spot
    • on spillage
      • if input > N seconds, derender
    • on crack
      • if input > N seconds, derender
  • track fixables (stuff left to fix/clean up)
  • add customers
    • render customers in a queue on the ground floor using a predefined pattern (order and intervals)
  • derender customer on signals:
    • coffee machine broken: one professional
    • oat milk drunk: one vegan
    • speaker blasted: one old person
  • render icons
    • coffee machine
      • fixed
      • broken
    • oat milk
      • full
      • empty
    • on speaker
      • turn up
    • on spillage
      • clean
    • on crack
      • tape
  • add other sound effects
  • show result if success or time reaches 17:30
    • success condition: no customers, no breakages
    • score:
      • success at 17:00: 3 star
      • success before 17:10: 2 stars
      • success before 17:30: 1 star
      • no success at 17:30: 0 stars
  • add more levels with increasing customer spawn rate
  • add day to level
  • add controls testing screen
  • render credits on score screen
  • add title

Icebox

  • add option to serve customer in queue which takes longer than 'breaking' and fixing (or the other options remove all customers by type, whereas serving removes one customer)
  • stop attracting customers by type based if coffee machine broken, no oat milk, or speaker on; fix to start attracting them again (but what's the aim of attracting them?)
  • add cooldown on breaking things
  • add coyote time? probably not relevant given the current level design doesn't have any platforms you could fall off but still need to jump
  • add variable jump height? also probably not useful given there are just four jump spots of rouhgly equal height