Update TODO

This commit is contained in:
Miloslav Číž 2020-08-16 11:45:11 +02:00
parent 76c4aba296
commit f94f9bbe89
1 changed files with 45 additions and 38 deletions

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@ -1,7 +1,6 @@
general:
- On Win$hit builds display an anti-windshit text, by macro.
- Boss (the last one killed) should drop key card, for boss levels (hardcode).
- automatic tests: a frontend that will play the game, check the state, rendered
frames etc.
- weapon autoswitch: when a stronger weapon becomes available via picking up
@ -11,11 +10,6 @@ general:
- compile on BSD and WinShit
- make SFML frontend
- port to GB Meta
- music:
Probably just one long music track playing over and over -- KISS. The frontend
could have a callback function play_music_bar(n) which would be called by the
backend, the music track would be in sounds.h.
- level 2D map (with revealing, bitmap), special key for quick displaying map
- save/load (optional):
When a level is finished, the state at the beginning of the next one (health,
ammo, time, ...) is automatically saved and can be restored via load option in
@ -24,23 +18,16 @@ general:
implements a saving function.
- more levels
- disable transparency for walls for performance (setting)?
- replace textures in distace with constant color for performance (setting)?
- add time slowdown constant
- if space left, try blurring (lerp) the level background, see how it looks
- some monsters could reflect plasma, i.e. not be hurt by it, but reflect it
back towards the player
- compile with different compilers (gcc, clang, musl, ...) and settings, make
a build script that creates multiple binaries (with different combinations of
compilers and settings)
- run on raspbery pi
- add jump pads?
- add robot deactivator item? (encourages "stealth" gameplay)
- add "pletivo" transparent wall texture?
- add universal corpse sprite?
- easter egg(s)
- optioal graphics enhance: vertical wall shading ("ambient occlusions")?
- optional graphics enhance: vertical wall shading ("ambient occlusions")?
- option for disabling wall transparency, for performance?
- open door by shooting at them?
level ideas:
@ -67,32 +54,40 @@ level ideas:
has to slowly kill, which means he has to first get rid of the other
monsters.
- Many teleports at place A and one teleport at place B, giving a low chance of
- Elevator with 4 exits, on each world side.
- Teleport to a football stadium outside? DONE
- Key to door that need to be unlocked can also unlock a door in previously DONE
visited area which will just hide secret.
- text on the wall -- some letter can be create- text on the wall -- DONE
some letter can be createdd
- Enemies can be placed on a single square higher fround to prevent their DONE
movement.
- Many teleports at place A and one teleport at place B, giving a low chance of DONE
reaching B: player has to gring teleports until randomly lands in B.
- Underground storage level start: be at the bottom of an elevator pit.
- ceiling with "holes" through which sky (background) can be seen -- can be done
- ceiling with "holes" through which sky (background) can be seen -- can be done DONE
by having the ceiling texture set transparent and then alternating ceiling and
no ceiling
- boss level: skyscraper top, player goes upwards in a spiral along the OUTSIDE
- boss level: skyscraper top, player goes upwards in a spiral along the OUTSIDE DONE
side of the skyscraper
- two levels could partially overlap, e.g. level one, a city, could overlap
- two levels could partially overlap, e.g. level one, a city, could overlap DONE
with a later city level, the player could recognize he's e.g. on the other
side of a channel or a wall that he was before
- invisible maze
- wall made of elevators (or squeezers), serving as a big auto-opening gate
- invisible maze kinda
- wall made of elevators (or squeezers), serving as a big auto-opening gate DONE
- 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)
- multiple doors in a row (can look interesting) DONE
- narrow (1 square wide) corridor filled with enemies blocking it
- narrow (1 square wide) corridor blocked by barrels that have to be exploded
- narrow (1 square wide) corridor blocked by barrels that have to be exploded DONE
- teleport on elevator?
- teleport at the bottom of a 1 square narrow hole, by jumping into the hole
- teleport at the bottom of a 1 square narrow hole, by jumping into the hole DONE
the player gets teleported
- narrow corridor with elevator
- maze from walls and/or props
- narrow bridge with platformer elements over a hole full of enemies
- maze from walls and/or props DONE
- narrow bridge with platformer elements over a hole full of enemies kinda
- server room
- window (low unpassable ceiling) through which finish can be seen from the
start location of the level
@ -101,7 +96,7 @@ level ideas:
- 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
- T-shaped corridor in which two rocket-firing enemies stand facing each other DONE
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
@ -109,40 +104,39 @@ level ideas:
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)
(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
- easter egg -- a level that looks funny on the map, e.g. forms a text or a DONE
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
- bullet-shooting enemies behing windows (low ceilings) in rooms that can't be DONE
reached
- locked door that cannot be unlocked at the beginning of the level as a
- locked door that cannot be unlocked at the beginning of the level as a DONE
visual indication of entrance
- elevator in a narrow (1 square) vertical hole with doors at the top and
- elevator in a narrow (1 square) vertical hole with doors at the top and DONE
bottom, looking like an actual elevator in buildings
- player goes through a difficult platformer section and at the end has to make
a choice between going to the left and right by jumping in either direction,
- player goes through a difficult platformer section and at the end has to make DONE
takes card and has to go through the whole section again in order to also
take the other one
- big platform made of elevators that moving in a short vertical distance,
- big platform made of elevators that are moving in a short vertical distance, DONE
giving an impression of a shaking, unstable platform
- warrior and/or exploder right behing doors
- tight maze made of barrels filled with warriors in which the player has to
only use knife in order not to explode the barrels and hurt himself
- enemy on an elevator that doesn't stop at aligned with the floor, so that
- enemy on an elevator that doesn't stop at aligned with the floor, so that DONE
the enemy is "trapped" on it and only appears briefly to shoot at the player
- barrel on elevator
- platforming vertical section in which the player is going upwards out of a big
hole
- level with a lot of closed doors, done by including a door texture in the
- level with a lot of closed doors, done by including a door texture in the DONE
level wall textures and then sing it for "fake" doors
- invisible bridge (perhaps not straight) made of bleckers (invisible walls)
- invisible bridge (perhaps not straight) made of blockers (invisible walls) kinda
over a hole, leading to an easter egg
- start of level: a corner blocked by an invisible wall, to indicate entrance
- start of level: a corner blocked by an invisible wall, to indicate entrance DONE
- small pyramid from diffetently elevated floor tiles
bugs:
@ -176,6 +170,16 @@ done:
- let player start with 100 HP, but allow for collecting a higher amount, e.g.
up to 150.
- limit maximum ammo amounts
- boss (the last one killed) should drop key card, for boss levels (hardcode).
- music:
Probably just one long music track playing over and over -- KISS. The frontend
could have a callback function play_music_bar(n) which would be called by the
backend, the music track would be in sounds.h.
- easter egg(s)
- level 2D map (with revealing, bitmap), special key for quick displaying map
- add universal corpse sprite?
- if space left, try blurring (lerp) the level background, see how it looks
- replace textures in distace with constant color for performance (setting)?
scratched:
- try to make z-buffer 3 line instead of 1D, possibly like this (to keep
@ -185,3 +189,6 @@ scratched:
- in pixel funct do something like
if (pixel->y % X == 0 && pixel->y != 0)
write to z-buffer
- open door by shooting at them?
- add jump pads?
- add "pletivo" transparent wall texture?