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Catalyst

This project uses FastNoiseLite.

TODO

  • Basic world generation
  • Basic Player Entity
  • Working Collision System
  • Solve Graphical Problems
  • Sprite2D
  • Tiles System
  • Enable "Nullable" in project for better type safety
  • Decouple game world logic from LoadContent()
    • Use a main Spritesheet and make sprites only point to them
    • Or alternatively load all sprites - and keep them in a dictionary where Sprites look them up
  • Good resolution and automatic scaling
    • Reverse engineer how many tiles fit in the Terraria's screen
  • Basic Input System (Keyboard)
    • Core, Keyboard
    • Mouse
  • Only render what's visible
  • Basic World Generation
    • Passes
    • Layers
    • Change spawn (not working with caves)
  • Add map/debug mode to help see whole map
    • Basic Input Handling for that
  • More complex world generation
    • Better caves
    • Blending
    • Refactor
    • Stone, dirt, clay patch passes
    • Test variations GARBAGE
  • Random should be singletons/factory
    • Remember to use it on the offset fiasco that's happening in the passes and masks
  • Skybox
  • Tile Types from XML (data-driven approach)
  • Lighting
    • Ambient
    • Light source tiles
    • Player must be illuminated as well
  • Walls (starbound-style)
    • Destructible/Placeable walls
    • Affects lighting
    • Add torch to player for easier debugging
    • Allow player to place them
  • Vegetation
    • Grass
    • Trees
    • Plants in general
  • Autotiling/Atlas
  • Tile State (Manager)
  • Objects
  • Entity System
  • Player Interaction with the world
    • Actions (no need to generalize for Entity right now)
  • UI
  • Make Input Action registering data-driven (like in godot)
  • Saving
  • Chunking
  • Generation Improvements
    • Need an algorithm for longer, winding caves
      • Maybe perlin worms?
  • Layer specific parallax walls
    • Affects lighting as well
  • Improve lighting (I can see a cross)

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A Terraria clone.

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