Spyro: AHT 4 ‐ To‐Do List - PhoenixAki/PhoenixAP GitHub Wiki
To-Do List
This list is not exhaustive and may not contain everything I am considering doing. It may be outdated depending on how often I think about updating it. Any labels (such as if one thing is labelled as part of a specific upcoming update) are not final and the contents of each update may change depending on other circumstances. This is purely a place for me to list all the ideas I feel are worth noting here, for my own organization purposes as well as for people to weigh in each idea. I am always open to new ideas being added here!
v2.3
Done in AHTDev Branch
minigame_checkshas replacedvanilla_minigame_rewardsand allows for customizing each type of minigame to either normal, easy only, or disabled.- Fixed a client memory access error that would occur if connecting to an AP room that is password protected.
disguise_shop_itemshas replacedhide_shop_item_namesand allows for more disguising of shop items. Can now individually hide the item name, the receiving player's name, and force all items to use the same 3D model (lockpick).item_bundlesallows for bundling Dark Gems, Light Gems, and Lockpicks so you get multiple at a time from AP items. Can set them to a maximum of 40, 100, and 52 respectively.- Ton of code refactoring, mostly related to client-side handling and processing of items, but item creation during generation was also impacted a bit.
- Breath bombs in the randomized shop now use their vanilla models. Before, they used the lockpick model.
- DeathLink can now be toggled in the client, but only if it's enabled for that seed, using
/toggle_deathlink incomingor/toggle_deathlink outgoing. In other words, if DeathLink was off in the YAML, it can't be turned on using this command, but if it was on in the YAML, it can be toggled off and on however many times as wanted for that seed. - In the event that a new save file is needed mid-seed, map icons on the new file will correctly reflect the status of that seed (i.e. previously checked icons will appear checked). Similarly, shop items that were already bought on the previous file will appear as bought on new files.
- A few parts of the generator and client had Cloudy Domain appear before Sunken Ruins, even though the vanilla game refers to Sunken Ruins as the 2nd level in Lost Cities, before Cloudy Domain. This is now fixed, and makes extremely little practical impact.
- The only notable one I can think of is that the tracker page in the client will now list Sunken Ruins locations before Cloudy Domain locations.
- Logic now supports going directly from the MFt shop to the MFt Ball Gadget area without needing water or ice breath via Double Jumping up to the chest and then down to the Ball Gadget area.
To Be Done or Researched
- Trick support:
- Would not include huge game-wide things like infinite jumps - would be limited to smaller things.
- Would include presets if there's enough variety in tricks to justify it as opposed to a single list entry for them all.
- Lockpick and key ring expansions:
- Mod requirements to make this a reality: need the ability to add lockpicks that only work on certain chests (at minimum, per-level, but ideally also per-realm maybe)
- Per-level lockpicks i.e. having 3 "Dragon Village Lockpick" in the pool, 8 "Sunken Ruin Lockpick", etc. so that chests can come into logic before needing all 52 lockpicks (instead it'd be once all for a given level are had)
- Could then probably also do per-realm lockpicks? In practice, probably not as much of a help logically since there's 8, 14, 13, and 17 lockpicks respectively, but if per-level is supported, then it'd be basically free to also include this, so why not?
- Per-realm key rings e.g. "Dragon Kingdom key ring" to unlock all 8 chests there at once
- Lock cannon access:
- Mod requirements to make this a reality: ability to prevent Spyro from using cannons (on an individual basis, ideally) until the client allows it.
- Would require brief bit of research to see how many cannons there are and where, to determine if individual cannon unlocks would be best, or full levels at a time. Could then lock gems and some items behind cannon unlocks.
- AP items that individually unlock boss lairs, light gem doors, and gadgets?
- Mod requirements to make this a reality: ability to unlock boss lairs, light gem doors, and gadgets on an individual basis as opposed to them being tied to collectible amounts.
- Would probably only be of interest to those who like extreme minimalism of the item pool, as Dark Gems and Light Gems would no longer have any value.
- Investigate if the mission menu text can be modified to reflect costs for Light Gem doors and other cost things.
- Mod requirements to make this a reality: ability for the client to set the requirement text values for whichever of these getss covered.
- Look into why the client generates a blank Spyro file in the logs folder.
- Figure out how to properly exit out of the connection attempt if there's a game ID or game mod version issue.
- Figure out how to run AP unit tests locally, possibly define project-level custom tests, and look into GitHub automatic tests.