dungeons-dragons's Introduction
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Complete game schemes
lkjfldkjfd
Character Creation Page
rebuild that awful page that we used before
http://www.pathguy.com/PathfinderCore.htm
Game View Character/Party Data
Integrate actual game data into the game view, replacing the dummy data.
Work on pixi functionality
Populate the database
Choose the monsters, weapons, armors, and spells that will be available in the game and post them to the database.
Take a Chill Pill
Character Generation Endpoints.
Setup basic endpoints for getting the list of available materials for character generation
Dungeon Creation View
Lobby base views
Dashboard
Setup SASS
Decide on an ESLint style
Decide on sprite graphics
Create join game view styles
Look into Deep Populate
Figure out how npm mongoose-deep-populate works and try to implement it.
Game Engine Shell
Class Game will contain all the necessary information about the dungeon in play and all the rules in play. This will be a very big class. We need to map out the constructor and other functions which will be integral to the game play.
Creation Page Styles
Build basic Pixi Demo
- Choose sprites and images.
- Creating background image.
- Fast render to screen.
- Character movement
Sockets
npm install socket.io and set up the basic listeners and emitters on user login.
Create Init Prompt Styles
Pixi sprites
Add new endpoints
Lobby sockets
Determine how to create grid in Pixi
PIXI Add HP Bar
Add HP bar on top of each character.
Setup character, monster, spell, and equipment Schemas
These schemas will allow us to move forward with a character creation page.
Basic Sockets
Create basic endpoints
Dungeon Creation
PIXI Add Attack Effects
Build simple attack algorithm and add attack effects.
Create pixi directive
Debug User Service
PIXI make view size smaller than canvas size
Adjust view size smaller than canvas so the user only sees a part of the map.
Create starter styles
Complete INIT Views
Create Login Page Pixi parallax
PIXI collision handler
Objects need to sense other obstacles and avoid overlapping.
This must be applied to moving objects as well.
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