remi-dupre / dungeon-battle Goto Github PK
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License: GNU General Public License v3.0
Software engineering project
License: GNU General Public License v3.0
Monsters appear on the map, and move along some predefined path.
The rendering module is currently very messy, and a lot of informations about textures and sprites are hardcoded.
We should add an ID for the entities to fix it.
The levels should be dynamically generated, with an infinite map.
We should add an ASCII-based rendering mode.
The graphics can either be 2D or text based. There is a window where the board is displayed.
We should add a spell that exchanges the hero with another monster of the game. The player will control the monster after that.
We should add an algorithm that tells if a specified cell can see another, to make the monsters ai more realistic, for example they should not see the hero through a wall.
Testing framework integrated in build system, including tests.
The game currently features only one enemy, we should add more diversity.
The Travis build fails because of tests.
Running cppcheck never causes make test
(and hence CI) to fail. To change this, consider using the --error-exitcode
option.
I'm also wondering why cppcheck seems to report less things on Travis than on my machine.
Finally, it seems to me that the default target should be release alone. Full tests should not be included as they have become quite heavy.
The player is controlled with zqsd and can move through the level.
Add a distance function.
The current save system does not save correctly the "friendly" property of the monsters, such that rabbits are hostile after loading a game.
The descriptions of the functions are not in the documentation.
The game is played on a series of dungeon levels which are simple square grids. The grid cells may be empty, walls, or floor.
Continuous integration for all relevant build targets, including tests.
The Makefile is missing dependencies, causing builds to fail unless "make clean" is done first. A possible way to fix this (besides setting dependencies manually) is described here: https://stackoverflow.com/questions/313778/generate-dependencies-for-a-makefile-for-a-project-in-c-c
We should add some sort of 'fog of war' to reduce the visibility of the player.
The monsters are moving when we resume the game from the pause menu.
We should add the possibility to save and restore the game state at any moment.
When taking a stair to change level, the monsters do one move, but it would be more logical that they do nothing.
We should make a documentation of the project intended for new developpers.
There's an error when Travis tries to build the project with gcc-7.
The entities are currently always visible, regardless of the visibility of the player.
We started a project without even knowing what we were gonna create.
Especially more precise instruction about building.
We should add a menu to the game, allowing among other things the player to choose his/her hero.
On avait pensé à une configuration de la forme
[Cat1]
key1=val1
key2=val2
[Cat2]
key3=val3
Makefile should not need an empty header file when it is irrelevant. There is currently an empty main.hpp in src (which by the way does not end with a new line character).
Introduced with d72f5d8.
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