TODO List¶
Hot Topics¶
- Pinned tasks
- Update PyPI package
- panda3d
- Check the
task_mgrfor tasks already existing at a given sort - If that’s not possible,
Systemify existing Panda3Dtasks - character.Walking
- Decreased control while in the air
- Null input should have zero effect, not effect towards zero movement
- character.Jumping
- Multijump
- Check the
- mechanics
- Move
equipment,inventory, androomshere
- Move
- Character animation
Lukewarm¶
wecs.console- The current version basically only shows that functionally, it exists.
- It needs to look prettier
- There needs to be insight into current component values
- Entities should be pinnable, going to the top of the list
- The list should be sortable / filterable by component presence and values
- Components, and sets of them, should be drag-and-dropable from entity to entity
- There should be entity / component creation, and a “shelf” to put (sets of) unattached components on
- A waste bin that destroys entities / components dragged onto it
- Adding / removing aspects
- There should also be a column set for system membership
Icebox¶
- Bugs
- CharacterController:
- Bumping: Go into an edge. You will find yourself sticking to it instead of gliding off to one side.
- Bumping: Go through a thin wall.
- Bumping: Walk into a wall at a near-perpendicular angle, drifting towards a corner. When the corner is reached, the character will take a sudden side step. Easy to see when walking into a tree. Probably the result not taking inertia into account.
- Falling: Stand on a mountain ridge. You will jitter up and down.
- example: Break Map / LoadMapsAndActors out of game.py
- CollideCamerasWithTerrain
- With the head stuck against a wall (e.g. in the tunnel), this places the camera into the wall, allowing to see through it.
- If the angle camera-wall and camera-character is small, the wall gets culled, probably due to the near plane being in the wall.
- Changes in camera distance after startup do not get respected.
- CharacterController:
- Tests
- Tests for
get_component_dependencies()/get_system_component_dependencies() - Is there proper component cleanup when an entity is removed?
- Does removing entities affect the currently running system?
- Coverage is… lacking.
- Tests for
- Documentation
- More docstrings
- doctests
- Development pipeline
- tox
- core
- API improvements
entity = world[entity_uid]entity = other_entity.get_component(Reference).uid
- Unique
Components; Only one per type in the world at any given time, to be tested between removing old and adding new components? - De-/serialize world state
- API improvements
- boilerplate
- Dump
Aspects into graphviz
- Dump
- graphviz
- Inheritance diagrams of
Aspects
- Inheritance diagrams of
- panda3d
- character
- Bumpers bumping against each other, distributing the push between them.
- climbing
- ai
- Turn towards entity
- Move towards entity
- Perceive entity
- Debug console
- character
- mechanics
- Meter systems: i.e. Health, Mana
- ai
- Hierarchical Finite State Machine
- Behavior Trees
- GOAP / STRIPS
- All code
- Change
filtered_entitiestoentities_by_filter system.destroy_entity()now getscomponents_by_typeargument (in turn superceded byexit_filter_foo(self.entity)).- I’ve been really bad about implementing
system.destroy_entity()s… clock.timestepis deprecated. Replace with.wall_time,.frame_time, or.game_time.
- Change
- examples: Minimalistic implementations of different genres, acting as
guideposts for system / component development.
- Walking simulator
- documents / audio logs
- triggering changes in the world
- Platformer
- 2D or 3D? Make sure that it doesn’t matter.
- Minimal NPC AI
- Twin stick shooter
- Tactical NPC AI
- Creed-like climber
- Stealth game
- First-person shooter: “Five Minutes of Violence”
- Driving game: “Friction: Zero”
- Abstract puzzle game: “sixxis”
- Candidate for list culling: Probably provides no reusable mechanics
- Match 3
- Rhythm game
- Candidate for list culling: Just a specific subgenre of abstract puzzle games. Then again, it is a specific mechanic that defines a (sub)genre…
- Environmental puzzle game
- Turn-based strategy
- Strategic AI
- Real-time strategy
- Strategic AI
- Point and click
- Role-playing game
- Character sheet and randomized skill tests
- Talking
- Adventure
- Flight simulator
- City / tycoon / business / farming / life simulation
- Rail shooter / Shooting gallery
- Brawler
- Bullet Hell
- Submarine simulator
- Walking simulator