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Update TODO
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TODO.txt
17
TODO.txt
@ -2,22 +2,16 @@ general:
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- Rewrite python scripts to C (faster, less bloat).
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- Try to recolor textures and give them a bit more of variety.
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- On Win$hit builds display an anti-windshit text, by macro.
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- automatic tests: a frontend that will play the game, check the state, rendered
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frames etc.
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- try to remove the debug flag (-g1) from compiler and see if it decreases size
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- compile on BSD and WinShit
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- make SFML frontend
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- disable transparency for walls for performance (setting)?
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- add time slowdown constant
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- some monsters could reflect plasma, i.e. not be hurt by it, but reflect it
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back towards the player
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- compile with different compilers (gcc, clang, musl, ...) and settings, make
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a build script that creates multiple binaries (with different combinations of
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compilers and settings)
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- run on raspbery pi
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- add robot deactivator item? (encourages "stealth" gameplay)
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- optional graphics enhance: vertical wall shading ("ambient occlusions")?
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level ideas:
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@ -133,12 +127,10 @@ level ideas:
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bugs:
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- Player jumps higher on lower FPS, is able to jump on 4 squares. Also check the
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distance jump.
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done:
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- add headbob
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- On Win$hit builds display an anti-windshit text, by macro.
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- save/load (optional):
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When a level is finished, the state at the beginning of the next one (health,
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ammo, time, ...) is automatically saved and can be restored via load option in
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@ -190,6 +182,9 @@ done:
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- Architecture change: make platform files compilable and move main.c to game.h
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(so that pokitto is .cpp, GB is .ino etc.).
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- Bytebeat is bugged on Pokitto, outputs different values than on PC. Fix this.
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- Player jumps higher on lower FPS, is able to jump on 4 squares. Also check the
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distance jump.
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- disable transparency for walls for performance (setting)?
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scratched:
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- option for disabling wall transparency, for performance?
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@ -209,3 +204,7 @@ scratched:
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- add jump pads?
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- add "pletivo" transparent wall texture?
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- make monsters die when squeezed?
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- add robot deactivator item? (encourages "stealth" gameplay)
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- optional graphics enhance: vertical wall shading ("ambient occlusions")?
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- some monsters could reflect plasma, i.e. not be hurt by it, but reflect it
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back towards the player
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