Drunken Sailor - Day 0 Progress

Need to sleep for the night, but I'm streaming all my work from twitch.tv/breadloaf007 so stop by and say hello!

All I have so far is a plan and some mediocre top-down movement code with a bit of a drunken stupor, but I'm feeling good about tomorrow.

Saturday Goals: - Drunk Movement finalization (90m) - Build the ship deck (15m) - Whiteboard prototype (30m) - Add treasure, #programmer_art (5m) - Everything slide around, depending on ship lean (60m) - Draw ship lean indicator arrows (10m) - OR I can simply move the water graphics in such a way to give the illusion of ship tilt - Paralax Waves (Inkscape, vector art) - Steering ship: interaction with player, change value, influence world (30m) - Treasure/object grabbing & pulling - Canon loading/firing logic - Canon aiming? (timed mini-game screen?) - UI Indicator bubble - Obstacles - Ship healthbar - Enemy ship AI

Design: - [0] Sailor movement feels 'drunk' - Other actions: - [1] Steer ship with wheel - [1] Grab onto edge of boat to prevent falling off - [1] Grab/hauling treasure - [1] Load/Fire cannons - [1] Repair ship damage - [2] Look at map (or spyglass?) - [3] *attempt to tie down treasure - [3] Swab the deck - [3] Deploy/retrieve net - [4] Weigh anchor - UI Indicators (off-screen smash bros style bubbles): - [0] Destination in sight - [0] Ship healthbar - [0] Treasure count - [0] Ship "lean direction" arrows - [1] Incoming obstacle (rocks, barrel bombs, etc) - [1] Incoming enemy ships - [3] Incoming treasure - Bonuses/Powerups? - It's all alcohol, so it all increases drunken stumbling - Rum that increases chance of treasure - Tequila that increases speed - Whiskey that makes you stronger (quicker steering, easier to keep treasure on board)