Based on my new experiences with EnTT framework (described here), I implemented a basis for items and item handling in SpelunkyPSP, with a few very first example items:
Cape
Jetpack
Shotgun
Pistol
Bomb
Rope
Crate
Whip
Chest (present previously, now became interactive)
Jar (present previously, now became interactive)
Rock (present previously, now became interactive)
As a consequence of introducing named items, the following mix has been additionally implemented:
Bullet (other)
Gold chunk (collectible)
Gold nugget (collectible)
Small gem (collectible)
Explosion (effect)
Shotgun blast (effect)
Flame (particle)
Flame trail (particle)
Rubble small (particle)
What is left (and will be introduced in follow-up MR's) :
Persistent inventory - right now main dude looses his items once he exits a level
Decrementing bomb and rope count on taking them out of inventory
Designing HUDSystem or some other equivalent that would cause inventory icons being displayed in screen-space
Based on my new experiences with EnTT framework (described here), I implemented a basis for items and item handling in SpelunkyPSP, with a few very first example items:
As a consequence of introducing named items, the following mix has been additionally implemented:
What is left (and will be introduced in follow-up MR's) :
HUDSystem
or some other equivalent that would cause inventory icons being displayed in screen-spaceGigantic number of additions due to new resource-compiled spritesheet frames.