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Add level ideas
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TODO.txt
49
TODO.txt
@ -1,7 +1,8 @@
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general:
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- make enemies not move through items
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- try to remove the debug flag (-g1) from compiler and see if it decreases size
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- try to remove the debug flag (-g1) from compiler and see if it decreases size
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- port to GB Meta
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- port to GB Meta
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- GUI
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- menu
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- more level prop items
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- more level prop items
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- sounds (music?)
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- sounds (music?)
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- level 2D map (with revealing, bitmap), special key for quick displaying map
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- level 2D map (with revealing, bitmap), special key for quick displaying map
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@ -23,6 +24,48 @@
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- add universal corpse sprite?
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- add universal corpse sprite?
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- easter egg(s)
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- easter egg(s)
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level ideas:
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- wall made of elevators (or squeezers), serving as a big auto-opening gate
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- a key spot to which the player can only get by jumping from a distant high
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elevated place
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- player has to jump from one elevator to another, which can only be done when
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they're both moving down
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- multiple doors in a row (can look interesting)
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- narrow (1 square wide) corridor filled with enemies blocking it
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- narrow (1 square wide) corridor blocked by barrels that have to be exploded
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- teleport on elevator?
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- narrow corridor with elevator
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- maze from walls and/or props
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- narrow bridge with platformer elements over a hole full of enemies
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- server room
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- window (low unpassable ceiling) through which finish can be seen from the
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start location of the level
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- three locked doors in a row at the beginning of the level, the player has
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to go to three different locations for each key -- a "hub" level
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- office building
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- plasma bots guarding a big stock (store) of plasma ammo
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- warrior (enemy) right before the player at the start of the level
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- T-shaped corridor in which two rocket-firing enemies stand facing each other
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so that the player can kill them by stepping between them, letting them fire,
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then stepping back, making them kill each other
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- enemy trapped between barrels
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- teleport that leads to another teleport which is on a single high elevated
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square from which the player has to jump down and won't be able to return,
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making it a de-facto one-way teleport
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- teleports placed so that the player can shoot himself with a rocket or plasma
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(for fun)
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- exploders in a maze, hiding behind corners
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- teleport leading to a center of big room full of enemies
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- easter egg -- a level that looks funny on the map, e.g. forms a text or a
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picture
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- squeezers with low-elevated base (a hole), on a side of a corridor -- if the
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player is curious and jumps in, he's doomed to die -- perhaps there can be
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many of them while one is in fact an elevator, which the player has to spot
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and take in order to advance
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- bullet-shooting enemies behing windows (low ceilings) in rooms that can't be
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reached
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bugs:
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bugs:
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done:
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done:
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@ -41,4 +84,6 @@ done:
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- create tables for monster and weapon stats in constants.h and read from that
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- create tables for monster and weapon stats in constants.h and read from that
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instead of cheking with ifs
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instead of cheking with ifs
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- check if monsters are hit by bullets from completely up close
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- check if monsters are hit by bullets from completely up close
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- menu
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- GUI
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