diff --git a/.gitignore b/.gitignore index 36ac0a9..fcfa4ac 100644 --- a/.gitignore +++ b/.gitignore @@ -17,4 +17,6 @@ __pycache__/ .aider* AGENTS.md README.html +todo.txt +bugs.txt package.sh diff --git a/bugs.txt b/bugs.txt deleted file mode 100644 index b98b20f..0000000 --- a/bugs.txt +++ /dev/null @@ -1,5 +0,0 @@ -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. diff --git a/todo.txt b/todo.txt deleted file mode 100644 index 7799fd6..0000000 --- a/todo.txt +++ /dev/null @@ -1,72 +0,0 @@ -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.