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| author | Ryan Symons <47405201+rsymons22@users.noreply.github.com> | 2025-11-10 21:33:34 -0500 |
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| committer | Ryan Symons <47405201+rsymons22@users.noreply.github.com> | 2025-11-10 21:33:34 -0500 |
| commit | 439395cca406c2d7ee17868c889222832a4cd686 (patch) | |
| tree | a9fb4ed7efe5df8d31574c5d874aca911ad13f4b /docs/Checkpoint.md | |
| parent | update checkpoint doc (diff) | |
| download | DungeonCrawl-439395cca406c2d7ee17868c889222832a4cd686.tar.gz DungeonCrawl-439395cca406c2d7ee17868c889222832a4cd686.tar.bz2 DungeonCrawl-439395cca406c2d7ee17868c889222832a4cd686.zip | |
Enemy now follows a moving player, updated checkpoint doc a bit
Diffstat (limited to 'docs/Checkpoint.md')
| -rw-r--r-- | docs/Checkpoint.md | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/docs/Checkpoint.md b/docs/Checkpoint.md index ec891e0..9e77155 100644 --- a/docs/Checkpoint.md +++ b/docs/Checkpoint.md @@ -20,12 +20,11 @@ Give a summary of the progress made and lessons learned thus far. So far, our group has been able to achieve most of our MVP functionalities, including: - Dunegon floor procedural dungeon generation -- Player movement and enemy spawning +- Player movement and complex enemy movement (roaming and pathing to player). - Collision Logic We've even managed to achieve some stretch goals and additional features: - Usage of pixel art sprite sheets - Item/Inventory system -However, we still have yet to implement a full enemy/player combat loop (attacking and defending). ## Lessons Learned With the work completed so far, we've gained a greater understanding of creating Rust @@ -108,6 +107,9 @@ Implemented Features: - Finalize game textures - Many textures are placeholders, or straight up "error" textures +- Implement attacking for both enemies and player + +- Create new enemy types for a more interesting game experience, currently only a basic "Zombie" exists TODO ## Additional Details |