hi guys, for any of you reading this, you have stumbled upon my tasks document
I always have a tasks doc for spilling all my thoughts and short term tasks

the theme is minimalism

which means, to me, something must be limited
art does not necessarily have to be limited, as that has already been done before
so let's limit the player... the playerS...
multiplayer game, must co-op to reach a mutual goal, but there is only ONE actual character on the screen, controlled by multiple people

online multiplayer with player.io?! YES!!!...
only one level to make things easier
platformer

controls:
- movement left and right (arrows)
- jumping (space)
- attack
- aim

four players

attacking is kind of boring, because you just have to hold a button down, must combine with aiming

so three players?

a lot of this work is going to be matchmaking and multiplayer work,
art will be easy because I'm just going to do tiles - works well with PlayerIO, which will handle the physics and collision detection

the server processes all the controls and broadcasts,
so there is a small delay in order to guarantee all clients see the same world.

penguins?

let's begin...
tonight, let's get the game up and running with the following:

evening 1
[x] lobby waiting to find other clients to connect <- more important...

OR

saturday

build 1
[x] movement of single penguin rectangle of multiple clients, just left and right
[x] penguin can jump
[x] penguin can collide with invisible ground
[x] gravity
[x] smooth velocity movement

THEN ALL ART ON SUNDAY

build 2
[x] level 1, some blocks
[x] collision along blocks
[x] movement, jumping on blocks if on top
[x] static enemy (can be a trap like spikes)
[x] patrolling enemy - go back and forth until hit a side surface
[x] gnomes take damage - instant kill
[x] patrolling enemies, random dir
[x] items to collect
[x] camera
[x] tileset art
[-] double jump

build 3
[x] backdrop
[x] hud art
[x] hud with buttons and controls and names of other players
[x] assign actual roles for the players, randomly
[x] assign random names, broadcast the names
[x] handle disconnected player

build 4
[x] mouse aiming crosshair
[x] sync crosshair
[x] update hud for mouse
[x] shooting
[x] progress bar
[x] sync progress bar
[x] fries rotated correctly
[x] fry that can fly and intersect AABBs
[x] draw item - golden potato
[x] draw and animate slug
[x] draw spikes... poop
[x] level announcement text for clients
[x] bodies for gnomes
[x] gnome running animation, and turning, and head turning for thrower
[x] 3 levels
[x] fix collision and physics
[x] die animation for gnomes
[x] go to next level when [single] potato is picked up
[x] tutorial... just text at bottom
[x] name the game + logo
[x] bug: leftover enemies from previous level?
[x] let players type in a name before connecting to lobby
[x] sync names
[x] preloader
[x] icon buttons, twitter

build 5
[x] audio
[x] fix level 1
[x] fix french fry rotation.. make it smoother
[x] index.html for website

build 6
[x] enemies come back to life after resetting level
[x] fix disconnected gnome - only works in local... arughhhhhh stupid bug, "fixed" it the long way
[x] potato on second level is missing / needs to be updated and broadcasted
[x] upload to domain

[ ] test level 3
[ ] more audio - play disconnects, player picks up item
[ ] 2 more levels
[ ] chat window by pressing enter key
[ ] go back to lobby, kill all actors
[ ] submit

























