Merge branch 'testing'
This commit is contained in:
2
.gitignore
vendored
2
.gitignore
vendored
@@ -17,4 +17,6 @@ __pycache__/
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.aider*
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AGENTS.md
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README.html
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todo.txt
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bugs.txt
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package.sh
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5
bugs.txt
5
bugs.txt
@@ -1,5 +0,0 @@
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Sometimes with shif held down to search the character stops searching.
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Sometimes when arrows are held down the character stops walking.
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pressing the button again fixes the issue, but I wonder why it happens.
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Arrows cannot hit trees. This is inconsistant with sling behavior.
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The bow is not available in the unicorn adventure.
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72
todo.txt
72
todo.txt
@@ -1,72 +0,0 @@
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Late-Game Undead Concept (Design Only, No Code Yet)
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Name Lock
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- Final name: Draugrhaugr.
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- Meaning fit: undead + grave mound/barrow.
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Core Fantasy
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- A single colossal undead mass made from many bodies in a grave-mound pile.
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- Slow, relentless, and extremely dangerous if it reaches the player or barricade.
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- Endgame pressure unit, not a common enemy.
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Spawn Rules
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- Earliest appearance: Day 20.
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- Night-only spawn.
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- Max active at once: 1.
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- Max spawns per night: 1.
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- Start with low chance at day 20, then ramp slowly by day.
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- Suggested chance curve (draft):
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- Day 20: 4% per eligible spawn check Increases by 4% daily to 100%
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Encounter Notifications
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- First warning (pre-spawn): "Something large is causing the ground to buckle and heave."
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- Suggested warning sound: small avalanche/earth-shift style rumble.
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- Spawn notify line: "A Draugrhaugr has been spotted."
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Stats (Draft Targets)
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- Health: 125 baseline (allowed tuning range 100-150).
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- Attack damage: 20-25 per hit.
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- Attack range: 3 tiles.
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- Move speed: slow (slower than normal zombies/bandits).
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- Intended threat profile: low frequency, high punishment.
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Behavior (Draft)
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- Prioritizes player when player is outside base and in range.
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- Otherwise advances toward base/barricade.
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- Can attack barricade from its attack range once in range.
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- Does not use standard undead terrain footstep switching.
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- Can consume nearby undead and absorb them into the mass:
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- Valid consume targets: zombies, wights, vampyrs.
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- Consumed target is removed.
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- Draugrhaugr heals when consume succeeds.
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Audio Requirements
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- Movement step sound: one giant stomp sound for all terrain. sounds/terrain/draugrhaugr_step.ogg
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- No terrain-dependent step audio.
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Sound Asset Checklist (Gather Before Implementation)
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- `sounds/enemies/draugrhaugr1.ogg` (required)
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- `sounds/enemies/draugrhaugr_attack.ogg` (required)
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- `sounds/enemies/draugrhaugr_hit.ogg` (required)
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- `sounds/enemies/draugrhaugr_consume.ogg` (required)
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- `sounds/enemies/draugrhaugr_dies.ogg` (required)
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- `sounds/enemies/draugrhaugr_warning.ogg` (recommended pre-spawn avalanche/ground buckle cue)
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- `sounds/enemies/draugrhaugr_spawn.ogg` (optional emergence sound)
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Balance/Encounter Goals
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- Should feel like a "night boss-lite" event, not routine pressure.
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- Player should have time to react due to slow speed.
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- If ignored, it causes severe consequences quickly.
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Open Decisions Before Implementation
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- Final HP target: 100, 125, or 150.
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- Final attack damage model: fixed 20, fixed 25, or random 20-25.
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- Exact spawn chance curve and whether chance is per night or per hourly check.
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- Consume heal amount per target and whether it differs by target type.
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- Consume range/cooldown.
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- Whether kill reward should be special (favor, rare drop, both, or none).
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- Whether it should have special resistances or just raw stats.
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- How many numbered voice variants to support at launch (minimum 3 suggested).
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Implementation Note
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- When implementation starts, treat this as a separate undead type with strict singleton/night spawn limits, dedicated stomp audio handling, and explicit consume-heal logic for undead targets.
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