From f5620ccdbd61f99981fea0830632ebb2d3a1048a Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Miloslav=20=C4=8C=C3=AD=C5=BE?= Date: Sat, 22 Feb 2020 11:58:38 +0100 Subject: [PATCH] Add level ideas --- TODO.txt | 49 +++++++++++++++++++++++++++++++++++++++++++++++-- 1 file changed, 47 insertions(+), 2 deletions(-) diff --git a/TODO.txt b/TODO.txt index 42592f7..16e0caf 100644 --- a/TODO.txt +++ b/TODO.txt @@ -1,7 +1,8 @@ +general: + +- make enemies not move through items - try to remove the debug flag (-g1) from compiler and see if it decreases size - port to GB Meta -- GUI -- menu - more level prop items - sounds (music?) - level 2D map (with revealing, bitmap), special key for quick displaying map @@ -23,6 +24,48 @@ - add universal corpse sprite? - easter egg(s) +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 + bugs: done: @@ -41,4 +84,6 @@ done: - create tables for monster and weapon stats in constants.h and read from that instead of cheking with ifs - check if monsters are hit by bullets from completely up close +- menu +- GUI