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Continue level
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25
TODO.txt
25
TODO.txt
@ -40,6 +40,31 @@ general:
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level ideas:
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- outline:
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1. City, player sees the big Macrochip building (a smaller one) in the
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distance and has to get to its entrance. Beginning of the level is linear
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and serves as a tutorial, things like exploding barrels or acess cards are
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explained.
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2. Inside Macrochip smaller building. End leads to an elevator that goes
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under the ground.
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3. Warehouse:
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4. Factory:
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5. Small boss level:
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6. City, player is on the other side of the smaller Macrochip building, the
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level partially overlaps with level 1, but the player can now go further.
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Big Macrochip HQ (skyscraper) is seen in the distance, player has to get
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to its entrance.
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7. Inside skyscraper, 1st floor.
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8. Inside skyscraper, higher floor.
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9.
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10. Final boss level: on top of the skyscraper, player climbs up in a spiral
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towards the roof. There is a boss (or two) on the top with a few smaller
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ones, the exit is blocked by a lot of trapped warriors which the player
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has to slowly kill, which means he has to first get rid of the other
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monsters.
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- boss level: skyscraper top, player goes upwards in a spiral along the OUTSIDE
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side of the skyscraper
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- two levels could partially overlap, e.g. level one, a city, could overlap
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with a later city level, the player could recognize he's e.g. on the other
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side of a channel or a wall that he was before
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@ -67,8 +67,8 @@ def loadTileDict(x,y):
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for i in range(64):
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texture = getPixel(x + i,y + 31)
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if texture > 6:
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raise(Exception("Texture index can't be higher than 6."))
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if texture > 7:
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raise(Exception("Texture index can't be higher than 7."))
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height = 0
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@ -100,6 +100,11 @@
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*/
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#define SFG_EXPLOSION_RADIUS 2048
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/**
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Distance in RCL_Units which the player is pushed away by an explosion.
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*/
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#define SFG_EXPLOSION_PUSH_AWAY_DISTANCE 1200
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/**
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How much damage triggers a barrel explosion.
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*/
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2
main.c
2
main.c
@ -1659,7 +1659,7 @@ void SFG_createExplosion(RCL_Unit x, RCL_Unit y, RCL_Unit z)
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uint8_t damage = SFG_getDamageValue(SFG_WEAPON_FIRE_TYPE_FIREBALL);
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if (SFG_pushPlayerAway(x,y,SFG_EXPLOSION_RADIUS))
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if (SFG_pushPlayerAway(x,y,SFG_EXPLOSION_PUSH_AWAY_DISTANCE))
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SFG_playerChangeHealth(-1 * damage);
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for (uint16_t i = 0; i < SFG_currentLevel.monsterRecordCount; ++i)
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