| A | B | C | D | E | |
|---|---|---|---|---|---|
1 | Hege Royale Gameplay Ideas | 12/30 completed | |||
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3 | Completed | In Development | Approved | Task | Suggested by |
4 | Add global leaderboards | Chris/UncleFred | |||
5 | Full port to Godot engine. This will give us a solid foundation to develop Hege Royale into a fully professional title. | Chris/UncleFred | |||
6 | Hire a pro network engineer. I have a friend with decades of networking optimization experience. He could probably get us on a footing where 12 or more players are possible. Recommend a port to Godot first. He does cost money, but he's very good and I'm sure the team can chip in here. | Chris/UncleFred & link to engineer | |||
7 | Add feature to disable warmup for experienced players | Chris/UncleFred | |||
8 | Start players off on foot with matching run animations | Chris/UncleFred | |||
9 | Make the car a pickup item. Speed boosts can't be used on foot. | Chris/UncleFred | |||
10 | Weapon legibility. Make the pickup weapons larger and without the backgrounds. Make it easier to understand what pickup is what weapon. | Chris/UncleFred | |||
11 | Ammo. Add limited ammo feature. Add ammo pickups for each weapon. This forces users to be strategic with shooting and will force users to switch to different weapons. | Chris/UncleFred | |||
12 | Remove backgrounds for HUD elements and use outlines and drop shadows instead. | Chris/UncleFred | |||
13 | Move weapon pickups to the bottom right of the screen to match classic position expected. EDIT: Might need to remain as-is for mobile users. | Chris/UncleFred | |||
14 | Move health to bottom left of the screen. Too many elements in one location make it harder to read at a glance. EDIT: Might need remain as-is for mobile users. | Chris/UncleFred | |||
15 | Teams & bots. Create a second teamplay option that allows someone to create a lobby that is either a deathmatch game or team match. The lobby master can then place members onto teams and add bots. | Chris/UncleFred | |||
16 | Night mode. Create a "night mode" feature. Players have flashlights and must explore the map by shining their flashlight onto an area of the map. Anything beyond the flashlight is black until it is seen once. Once it's been seen, then it will show up as dark unless the flashlight is shining in that area. Sprites only show their live positions if the flashlight is shining in that area. | Chris/UncleFred | |||
17 | Create mine pickups | Chris/UncleFred | |||
18 | Some objects/surfaces reflect bolts. | Chris/UncleFred | |||
19 | More detailed maps. Create larger maps with obstacles like rivers, lava rivers, large buildings that act as barriers, etc. | Chris/UncleFred | |||
20 | Barricade pickups. Players can place these walls as barricades on the map. For example, they could barricade a strategic river bridge. Rounds would be longer. Barricades could be destroyed, but they would take a significant number of shots. | Chris/UncleFred | |||
21 | Strategic pickup spawns. Create specific points where objects spawn. This adds strategy where some players will go for certain objects, and others may wait in ambush. Best when combined with barricades. | Chris/UncleFred | |||
22 | Line of sight. Barricades and map walls act to obscure player views. This adds ambush opportunities. | Chris/UncleFred | |||
23 | Add a sound when players join a lobby so others can browse the web while waiting. | Chris/UncleFred | |||
24 | Allow defeated players to spectate rounds. Create a scoreboard screen. | Chris/UncleFred | |||
25 | Add a dodge double-tap move for players who are on foot. This will let them dodge fire and avoid being run over by players in cars. | Chris/UncleFred | |||
26 | In team match mode, a player can jump into your car and fire at players, GTA style. | Chris/UncleFred | |||
27 | Update maps with a higher quality base featuring a less pixelated design. | Chris/UncleFred | |||
28 | Weapon selection update. There's an issue with selecting weapons. The current 2x2 mode should be adjusted so the mouse scroll wheel cycles through them sequentially, giving desktop users a more natural rotation. Weapons could also be binded to keys 1-9. | Chris/UncleFred | |||
29 | Add a button in the lobby to open a global leaderboard overlay. | Chris/UncleFred | |||
30 | Add a feature where the participants can play for HEGE. So if there's 4 players for example, maybe each puts 1000 HEGE (or whatever is agreed upon) and then the winner gets the pot. | Justin/optifree | |||
31 | Non-Hege sprites. Add sprites covering other crypto coins. These would primarily be for bot use, but it may also encourage other communities to participate. This would broaden the appeal of Hege. Recommend on-foot update first. | Chris/UncleFred | |||
32 | Telegram integration. Build a simple bot that sends a notification to Hegequarters when one or more users has created a lobby, or is in-game. This will give a link they can click on to join the lobby or spectate the game. Recommend that the game be ported to Godot first. Requires API. | Chris/UncleFred | |||
33 | Scoreboard adjustments. Break things up into a leaderboard and scoreboard. The leaderboard is persistent, while the scoreboard is for each round. When you die, it only shows you the scoreboard. Keep everything as-is for the leaderboard,. For the scoreboard, reduce what's on screen to just the core essentials that players care about. This should be: "Name "kills" and maybe marketcap. This way, you can draw attention to points, which is what players want to see. Also, it allows you to create a reasonable side-by-side scoreboard for teams mode where the top player of ach team shows up at the top of the scoreboard. | Chris/UncleFred | |||
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