diff --git a/TODO.txt b/TODO.txt index 320d473..020a5fb 100644 --- a/TODO.txt +++ b/TODO.txt @@ -1,11 +1,15 @@ general: +- On Win$hit builds display an anti-windshit text, by macro. +- Boss (the last one killed) should drop key card, for boss levels (hardcode). - automatic tests: a frontend that will play the game, check the state, rendered frames etc. - weapon autoswitch: when a stronger weapon becomes available via picking up ammo, maybe it should automatically be switched to (could have disable setting) - try to remove the debug flag (-g1) from compiler and see if it decreases size +- compile on BSD and WinShit +- make SFML frontend - port to GB Meta - music: Probably just one long music track playing over and over -- KISS. The frontend @@ -63,6 +67,7 @@ level ideas: has to slowly kill, which means he has to first get rid of the other monsters. +- Underground storage level start: be at the bottom of an elevator pit. - ceiling with "holes" through which sky (background) can be seen -- can be done by having the ceiling texture set transparent and then alternating ceiling and no ceiling diff --git a/assets/levelA.gif b/assets/levelA.gif index bcff2b4..e690836 100644 Binary files a/assets/levelA.gif and b/assets/levelA.gif differ diff --git a/assets/levelX.gif b/assets/levelX.gif index 829a19d..f347ac1 100644 Binary files a/assets/levelX.gif and b/assets/levelX.gif differ diff --git a/assets/levelY.gif b/assets/levelY.gif index 31ecdff..5cd6399 100644 Binary files a/assets/levelY.gif and b/assets/levelY.gif differ diff --git a/assets/levelZ.gif b/assets/levelZ.gif index b95ca76..7d39331 100644 Binary files a/assets/levelZ.gif and b/assets/levelZ.gif differ diff --git a/assets/map_template.gif b/assets/map_template.gif index 5e9eaa1..8846dfa 100644 Binary files a/assets/map_template.gif and b/assets/map_template.gif differ