Open DirectuX opened 4 years ago
Thank you for the list, Sebastian.
dying - means place where entering = 💀 ? dissolve - could you explain more, on example? reveal - I understand the transparency part, but still - if I may, example would be appreciated :)
The other good ideas I think I understand, thank you 👍
dying - means place where entering = 💀 ?
dying (as component) = component we can assign to any other component and when triggered by i.e. losesLife (as component) , manages the end of life : select between various dying animation, trigger other components like spawnDeadBody (as entity), deathSound, achievementComplete ...
dissolve - could you explain more, on example?
as bounce or reveal, a component that can be assigned to any entity. dissolve : a way of making an entity disappear, other than explode, or vanish. examples : a drop of ink trickled in water, but could be used out of water.
reveal - I understand the transparency part, but still - if I may, example would be appreciated :)
Example : Usually as a player you focus on action, but every now and then you want to explore. You know the banks are impassable parts of the game. But sometimes, approaching one random particular 'part' of the banks, the very 'part' is fading to almost invisible and you discover a 'passage' (a brook).
These are excellent explanations, Sebastian. Thank you!
Not sure how to name these, but as you asked what objectives (1 or 2) for OKR, I also thought about what mechanisms I would like to see in the game, that we can assign to an entity. I think it would be nice to update this list with our ideas as they come. Accept them or strike through. When wanted, we can choose into the list and create a todo issue for it.
A list of mechanisms for the game, to dip into.