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cheese's Issues

bullet damage

When bullet/bomb (or anything you want to call it) explodes, it should add to the damage of the nearby zombies.

Boss generation

Once in a while , a boss should appear. The boss has different sprites and the zombies are stronger. there should only be at most one boss at a time(probably only the boss, not even the other enemy player).

Timer for wave

Each wave returns the max time for its completion. get new wave if time runs out.

Tune the lua stat

The healer healing too often, healer is very strong, it would be too op if it heals too much.
The current range of the healer is too small or not set. It only heals itself. I hardcoded 700 in entityFactory

way to add effects(sprite animations) to local coordinate of entities.

There should be a way to add temporary effect to entity's sprite without adding more sprite to the entity's spritesheet. For example, "getting hurt" could be just regular walking sprite plus an added blood splashing animation. The added animation is added to the local coordinate of the entity sprite with adjusted local z-order so that it will always play in the front or in the back of the entity sprite. (it will also move with sprite.

randomly dropped items

Some items could be dropped randomly(for now). and they could be picked up by players. Those item have special effects on player or the zombies he has. example: booster, medicine, invincibility spell.

Sprite size

Are zombies too big? Probably shrink them into half or something. Same should be applied to player or item sprites. The scale ratio should be consistent and specified by lua.

Multiplayer Mode

multiple players can player at the same time
Collab Mode: players work in team (shared alliance)
Compete Mode: players compete with each other. No NPC players present

Zombie color scheme

Color should be designed to denote the strength of zombies, for example, boss's zombies are darker than regular enemy players' zombies. Or any other visual effect?

WanderingComp still goes in a circle

One way to check if the player arrive is to use cross product of vector.

VectorA=(target-origin)
VectorB=(target-current Position)
if (vectorA cross vectorB=<0) then the character has arrive or overshot the target

help menu

It's better to have a tutorial, but for now, help menu is enough

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