HIVE plans:

CORE TECH
- set up project
- install haxegon, set up haxegon drawing
- tilemap tech
  - background layer
  - foreground/physics layer
- run tilemap off a source image
- character movement around tilemap
- physical things bouncing around tilemap?? drops, particles, etc

MAIN CHARACTER
- camera movement following character, switching screens
- character animation
- cursor
- character shooting
- character jump
- character melee/parry

THREATS
- enemy design (eg. crawler, flyer, spitter, zombie, phantom (boss), behemoth (stalker), endboss)
- per enemy:
  - enemy movement
  - enemy jump
  - enemy animation
- enemy spawn points - hand-placed, each spawns specific enemy types. GROUND SPAWNER, FLYER SPAWNER
- enemy code for navigating to player

LAYOUT
- map design. central safe area, 12 crystals with unique challenges + boss arenas (megaman??)
- static threats: lava? spikes? enemy pits? need some platforming hazards for diff areas
- doors that open/close for player and block enemies when shut
- block out areas
- fill in areas in detail with custom tiles

GAME FLOW
- map screen
- crystal collection triggering locked-in bossfight
- crystal collection increasing enemy spawn rate/types
- "you died" screen - loop back to start
- the "breakin" when you hit... 6 crystals?
- able to leave hive when you have 12
- end boss fight
- "you won" screen

POLISH
- particle system
- gun effects
  - shooting
  - impact
  - damage/kill
- entry flow. author, title, controls, drop-into-the-hive cutscene
- sort out fullscreen setup
- sound effects
  - footsteps/jumping
  - attacks
  - enemies
  - crystal pickup
  - door open/close
  - deaths
- music
  - title/intro
  - ambient background (no danger)
  - boss fight
  - low enemy threat (1+ crystals)
  - moderate enemy threat (3+ crystals?)
  - breakin (6+ crystals, once back in "safe zone")
  - high threat (9+ crystals)
  - get to safety! (12 crystals)
  - final boss fight
- NPC who salutes you on the way down
- hide stats bar until you get into the hive
- parallax background in caves
- ammo/ammo drop mechanic, including pickup sound
- shader: small additive blur, with green channel zeroed
