anarch/TODO.txt

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2020-02-22 05:58:38 -05:00
general:
- make enemies not move through items
2019-12-14 10:51:56 -05:00
- try to remove the debug flag (-g1) from compiler and see if it decreases size
2019-10-04 16:40:41 -04:00
- port to GB Meta
2020-02-13 02:05:55 -05:00
- more level prop items
2019-10-04 16:40:41 -04:00
- sounds (music?)
- level 2D map (with revealing, bitmap), special key for quick displaying map
- save/load (optional)
- more levels
- disable transparency for walls for performance (setting)?
- replace textures in distace with constant color for performance (setting)?
2019-10-05 04:31:23 -04:00
- add time slowdown constant
2019-12-28 18:00:43 -05:00
- if space left, try blurring (lerp) the level background, see how it looks
2019-12-31 07:07:46 -05:00
- some monsters could reflect plasma, i.e. not be hurt by it, but reflect it
back towards the player
- compile with different compilers (gcc, clang, musl, ...) and settings, make
a build script that creates multiple binaries (with different combinations of
compilers and settings)
- run on raspbery pi
2020-01-06 06:49:18 -05:00
- add jump pads?
- add robot deactivator item? (encourages "stealth" gameplay)
- add "pletivo" transparent wall texture?
2020-02-08 14:53:10 -05:00
- add universal corpse sprite?
2020-02-13 02:23:44 -05:00
- easter egg(s)
2019-10-05 14:09:27 -04:00
2020-02-22 05:58:38 -05:00
level ideas:
- wall made of elevators (or squeezers), serving as a big auto-opening gate
- a key spot to which the player can only get by jumping from a distant high
elevated place
- player has to jump from one elevator to another, which can only be done when
they're both moving down
- multiple doors in a row (can look interesting)
- narrow (1 square wide) corridor filled with enemies blocking it
- narrow (1 square wide) corridor blocked by barrels that have to be exploded
- teleport on elevator?
- narrow corridor with elevator
- maze from walls and/or props
- narrow bridge with platformer elements over a hole full of enemies
- server room
- window (low unpassable ceiling) through which finish can be seen from the
start location of the level
- three locked doors in a row at the beginning of the level, the player has
to go to three different locations for each key -- a "hub" level
- office building
- plasma bots guarding a big stock (store) of plasma ammo
- warrior (enemy) right before the player at the start of the level
- T-shaped corridor in which two rocket-firing enemies stand facing each other
so that the player can kill them by stepping between them, letting them fire,
then stepping back, making them kill each other
- enemy trapped between barrels
- teleport that leads to another teleport which is on a single high elevated
square from which the player has to jump down and won't be able to return,
making it a de-facto one-way teleport
- teleports placed so that the player can shoot himself with a rocket or plasma
(for fun)
- exploders in a maze, hiding behind corners
- teleport leading to a center of big room full of enemies
- easter egg -- a level that looks funny on the map, e.g. forms a text or a
picture
- squeezers with low-elevated base (a hole), on a side of a corridor -- if the
player is curious and jumps in, he's doomed to die -- perhaps there can be
many of them while one is in fact an elevator, which the player has to spot
and take in order to advance
- bullet-shooting enemies behing windows (low ceilings) in rooms that can't be
reached
2019-10-06 16:04:08 -04:00
bugs:
2019-10-05 14:09:27 -04:00
done:
2019-10-09 11:44:31 -04:00
- add headbob
2019-10-08 22:21:41 -04:00
- make zBuffer 8bit only?
2019-10-05 14:09:27 -04:00
- texture coords of floor walls should start from the floor? NO, CAUSES ISSUES
2019-10-06 20:07:10 -04:00
- vertical visual noise when standing on elevator
2019-10-06 20:40:50 -04:00
- sprite positioning inccuracy
2019-12-28 18:00:43 -05:00
- try to compress images: store images as 4 bits per pixel + 16 color palette
(subset of the 256 color palette), check if performance stays ok
- custom font
2020-02-05 11:43:39 -05:00
- make barrels explode.
- enemies
- weapons
- create tables for monster and weapon stats in constants.h and read from that
instead of cheking with ifs
2020-02-13 02:05:55 -05:00
- check if monsters are hit by bullets from completely up close
2020-02-22 05:58:38 -05:00
- menu
- GUI
2019-10-05 14:09:27 -04:00