<commit_before>Gipsy Combat
============

Two-player versus game for PC. Core gameplay: one boulder is available, which takes 0.7 seconds to pick up. After it is picked up, the player can throw it, killing the opposing player upon impact.
Once the boulder has been picked up, the player not wielding the boulder  can pick up a pebble. It is is thrown at the player wielding the boulder fast, interrupting any throw charging he is doing and causing him to drop the boulder.
Physics big part of gameplay, defining the feeling of picking up and throwing the boulder, also impact.

Defining the gameplay:

- boulder pick-up and charge timers (influenced by biome type)
- boulder physics
- pebble counter-play (interrupting the other player with pebble)
- player mobility (i.e. via double jump/air jump and roll/air roll and combo of both)
- level design (3-heights levels in different biomes)
- if the throwing player is higher than the player being thrown at, the boulder will be influenced by gravity and fall faster and do more damage
- detailed animations

Roadmap:
========

PreAlpha (2 weeks from project start) - Completed on 04.03.2015

- [x] simple rectangular arena
- [x] x and y axis movement
- [x] jumping
- [x] pne player
- [x] boulder, picking up and throwing the boulder
- [x] basic UI
- [x] programmer art

Alpha (4 weeks from project start)

- [x] two players
- [ ] double jump and roll mechanic
- [ ] pebble implementation
- [x] throwing while moving
- [ ] placeholder art & improved ui (health bars, etc)
- [ ] basic impact
- [ ] death & respawn

Beta 

- [ ] advanced throwing (full gravity implementation, force, charge finetuning)
- [ ] advanced impact (ragdoll physics, dismembering)
- [ ] detailed animations for:
- hands, including elbow and shoulder joints
- head, including neck, exploding, breakdown of head
- torso, including removing of hands, legs, head, breaking of torso
- legs, including knee and hip joints
- [ ] better art
- [ ] biomes which influence pickup times
- [ ] basic level design (multi level arena with platforms etc)

Final

- [ ] rocksize variations with included physics implication
- [ ] music and sounds
- [ ] final art
- [ ] final level design
- [ ] final biome count, generation

Review

- define overall future
- discuss game quality
- discuss sales feasibility
<commit_msg>Updated readme with latest issues<commit_after>Gipsy Combat
============

Two-player versus game for PC. Core gameplay: one boulder is available, which takes 0.7 seconds to pick up. After it is picked up, the player can throw it, killing the opposing player upon impact.
Once the boulder has been picked up, the player not wielding the boulder  can pick up a pebble. It is is thrown at the player wielding the boulder fast, interrupting any throw charging he is doing and causing him to drop the boulder.
Physics big part of gameplay, defining the feeling of picking up and throwing the boulder, also impact.

Defining the gameplay:

- boulder pick-up and charge timers (influenced by biome type)
- boulder physics
- pebble counter-play (interrupting the other player with pebble)
- player mobility (i.e. via double jump/air jump and roll/air roll and combo of both)
- level design (3-heights levels in different biomes)
- if the throwing player is higher than the player being thrown at, the boulder will be influenced by gravity and fall faster and do more damage
- detailed animations

Roadmap:
========

PreAlpha (2 weeks from project start) - Completed on 04.03.2015

- [x] simple rectangular arena
- [x] x and y axis movement
- [x] jumping
- [x] pne player
- [x] boulder, picking up and throwing the boulder
- [x] basic UI
- [x] programmer art

Alpha (4 weeks from project start)

- [x] two players
- [ ] double jump and roll mechanic
- [ ] pebble implementation
- [x] throwing while moving
- [ ] placeholder art & improved ui (health bars, etc)
- [x] basic impact
- [x] death & respawn

Beta 

- [ ] advanced throwing (full gravity implementation, force, charge finetuning)
- [ ] advanced impact (ragdoll physics, dismembering)
- [ ] detailed animations for:
- hands, including elbow and shoulder joints
- head, including neck, exploding, breakdown of head
- torso, including removing of hands, legs, head, breaking of torso
- legs, including knee and hip joints
- [ ] better art
- [ ] biomes which influence pickup times
- [ ] basic level design (multi level arena with platforms etc)

Final

- [ ] rocksize variations with included physics implication
- [ ] music and sounds
- [ ] final art
- [ ] final level design
- [ ] final biome count, generation

Review

- define overall future
- discuss game quality
- discuss sales feasibility

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