Add level ideas

This commit is contained in:
Miloslav Číž 2020-02-22 11:58:38 +01:00
parent 303972b687
commit f5620ccdbd

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@ -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 - try to remove the debug flag (-g1) from compiler and see if it decreases size
- port to GB Meta - port to GB Meta
- GUI
- menu
- more level prop items - more level prop items
- sounds (music?) - sounds (music?)
- level 2D map (with revealing, bitmap), special key for quick displaying map - level 2D map (with revealing, bitmap), special key for quick displaying map
@ -23,6 +24,48 @@
- add universal corpse sprite? - add universal corpse sprite?
- easter egg(s) - 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: bugs:
done: done:
@ -41,4 +84,6 @@ done:
- create tables for monster and weapon stats in constants.h and read from that - create tables for monster and weapon stats in constants.h and read from that
instead of cheking with ifs instead of cheking with ifs
- check if monsters are hit by bullets from completely up close - check if monsters are hit by bullets from completely up close
- menu
- GUI