HIVE plans:

CORE TECH
* set up project
* install haxegon, set up haxegon drawing
! tilemap tech
  * rendering
  - background layer
  - foreground/physics layer
* offset rendering by camera
* 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

RENDER CULLING
* only render tilemap around screen
- only render entities near screen

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
  * footstep
  * jump
  * land
  * fire
  * slash attack
  *  bullet impact
  * TAKE DAMAGE (die)
  * kill enemy
  * shatter crystal case (1 2 3)
  * acquire crystal
  - CRAWLER: skitter
  - CRAWLER: jump
  * BAT: flap flap flap
- 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
- duplicate player animation set for aiming upwards
- make sure people can't speedrun across floors by repeatedly dashing :/ it should be a burst+delay