Merge branch 'testing'

This commit is contained in:
Storm Dragon
2026-03-02 23:47:28 -05:00
3 changed files with 2 additions and 77 deletions

2
.gitignore vendored
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.aider*
AGENTS.md
README.html
todo.txt
bugs.txt
package.sh

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Sometimes with shif held down to search the character stops searching.
Sometimes when arrows are held down the character stops walking.
pressing the button again fixes the issue, but I wonder why it happens.
Arrows cannot hit trees. This is inconsistant with sling behavior.
The bow is not available in the unicorn adventure.

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Late-Game Undead Concept (Design Only, No Code Yet)
Name Lock
- Final name: Draugrhaugr.
- Meaning fit: undead + grave mound/barrow.
Core Fantasy
- A single colossal undead mass made from many bodies in a grave-mound pile.
- Slow, relentless, and extremely dangerous if it reaches the player or barricade.
- Endgame pressure unit, not a common enemy.
Spawn Rules
- Earliest appearance: Day 20.
- Night-only spawn.
- Max active at once: 1.
- Max spawns per night: 1.
- Start with low chance at day 20, then ramp slowly by day.
- Suggested chance curve (draft):
- Day 20: 4% per eligible spawn check Increases by 4% daily to 100%
Encounter Notifications
- First warning (pre-spawn): "Something large is causing the ground to buckle and heave."
- Suggested warning sound: small avalanche/earth-shift style rumble.
- Spawn notify line: "A Draugrhaugr has been spotted."
Stats (Draft Targets)
- Health: 125 baseline (allowed tuning range 100-150).
- Attack damage: 20-25 per hit.
- Attack range: 3 tiles.
- Move speed: slow (slower than normal zombies/bandits).
- Intended threat profile: low frequency, high punishment.
Behavior (Draft)
- Prioritizes player when player is outside base and in range.
- Otherwise advances toward base/barricade.
- Can attack barricade from its attack range once in range.
- Does not use standard undead terrain footstep switching.
- Can consume nearby undead and absorb them into the mass:
- Valid consume targets: zombies, wights, vampyrs.
- Consumed target is removed.
- Draugrhaugr heals when consume succeeds.
Audio Requirements
- Movement step sound: one giant stomp sound for all terrain. sounds/terrain/draugrhaugr_step.ogg
- No terrain-dependent step audio.
Sound Asset Checklist (Gather Before Implementation)
- `sounds/enemies/draugrhaugr1.ogg` (required)
- `sounds/enemies/draugrhaugr_attack.ogg` (required)
- `sounds/enemies/draugrhaugr_hit.ogg` (required)
- `sounds/enemies/draugrhaugr_consume.ogg` (required)
- `sounds/enemies/draugrhaugr_dies.ogg` (required)
- `sounds/enemies/draugrhaugr_warning.ogg` (recommended pre-spawn avalanche/ground buckle cue)
- `sounds/enemies/draugrhaugr_spawn.ogg` (optional emergence sound)
Balance/Encounter Goals
- Should feel like a "night boss-lite" event, not routine pressure.
- Player should have time to react due to slow speed.
- If ignored, it causes severe consequences quickly.
Open Decisions Before Implementation
- Final HP target: 100, 125, or 150.
- Final attack damage model: fixed 20, fixed 25, or random 20-25.
- Exact spawn chance curve and whether chance is per night or per hourly check.
- Consume heal amount per target and whether it differs by target type.
- Consume range/cooldown.
- Whether kill reward should be special (favor, rare drop, both, or none).
- Whether it should have special resistances or just raw stats.
- How many numbered voice variants to support at launch (minimum 3 suggested).
Implementation Note
- 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.