mirror of
https://gitlab.com/drummyfish/anarch.git
synced 2024-11-21 16:35:08 -05:00
Update TODO
This commit is contained in:
parent
76c4aba296
commit
f94f9bbe89
81
TODO.txt
81
TODO.txt
@ -1,7 +1,6 @@
|
|||||||
general:
|
general:
|
||||||
|
|
||||||
- On Win$hit builds display an anti-windshit text, by macro.
|
- On Win$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
|
- automatic tests: a frontend that will play the game, check the state, rendered
|
||||||
frames etc.
|
frames etc.
|
||||||
- weapon autoswitch: when a stronger weapon becomes available via picking up
|
- weapon autoswitch: when a stronger weapon becomes available via picking up
|
||||||
@ -11,11 +10,6 @@ general:
|
|||||||
- compile on BSD and WinShit
|
- compile on BSD and WinShit
|
||||||
- make SFML frontend
|
- make SFML frontend
|
||||||
- port to GB Meta
|
- 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):
|
- save/load (optional):
|
||||||
When a level is finished, the state at the beginning of the next one (health,
|
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
|
ammo, time, ...) is automatically saved and can be restored via load option in
|
||||||
@ -24,23 +18,16 @@ general:
|
|||||||
implements a saving function.
|
implements a saving function.
|
||||||
- more levels
|
- more levels
|
||||||
- disable transparency for walls for performance (setting)?
|
- disable transparency for walls for performance (setting)?
|
||||||
- replace textures in distace with constant color for performance (setting)?
|
|
||||||
- add time slowdown constant
|
- 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
|
- some monsters could reflect plasma, i.e. not be hurt by it, but reflect it
|
||||||
back towards the player
|
back towards the player
|
||||||
- compile with different compilers (gcc, clang, musl, ...) and settings, make
|
- compile with different compilers (gcc, clang, musl, ...) and settings, make
|
||||||
a build script that creates multiple binaries (with different combinations of
|
a build script that creates multiple binaries (with different combinations of
|
||||||
compilers and settings)
|
compilers and settings)
|
||||||
- run on raspbery pi
|
- run on raspbery pi
|
||||||
- add jump pads?
|
|
||||||
- add robot deactivator item? (encourages "stealth" gameplay)
|
- add robot deactivator item? (encourages "stealth" gameplay)
|
||||||
- add "pletivo" transparent wall texture?
|
- optional graphics enhance: vertical wall shading ("ambient occlusions")?
|
||||||
- add universal corpse sprite?
|
|
||||||
- easter egg(s)
|
|
||||||
- optioal graphics enhance: vertical wall shading ("ambient occlusions")?
|
|
||||||
- option for disabling wall transparency, for performance?
|
- option for disabling wall transparency, for performance?
|
||||||
- open door by shooting at them?
|
|
||||||
|
|
||||||
level ideas:
|
level ideas:
|
||||||
|
|
||||||
@ -67,32 +54,40 @@ level ideas:
|
|||||||
has to slowly kill, which means he has to first get rid of the other
|
has to slowly kill, which means he has to first get rid of the other
|
||||||
monsters.
|
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.
|
reaching B: player has to gring teleports until randomly lands in B.
|
||||||
- Underground storage level start: be at the bottom of an elevator pit.
|
- 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
|
by having the ceiling texture set transparent and then alternating ceiling and
|
||||||
no ceiling
|
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
|
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
|
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
|
side of a channel or a wall that he was before
|
||||||
- invisible maze
|
- invisible maze kinda
|
||||||
- wall made of elevators (or squeezers), serving as a big auto-opening gate
|
- 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
|
- a key spot to which the player can only get by jumping from a distant high
|
||||||
elevated place
|
elevated place
|
||||||
- player has to jump from one elevator to another, which can only be done when
|
- player has to jump from one elevator to another, which can only be done when
|
||||||
they're both moving down
|
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 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 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
|
the player gets teleported
|
||||||
- narrow corridor with elevator
|
- narrow corridor with elevator
|
||||||
- maze from walls and/or props
|
- maze from walls and/or props DONE
|
||||||
- narrow bridge with platformer elements over a hole full of enemies
|
- narrow bridge with platformer elements over a hole full of enemies kinda
|
||||||
- server room
|
- server room
|
||||||
- window (low unpassable ceiling) through which finish can be seen from the
|
- window (low unpassable ceiling) through which finish can be seen from the
|
||||||
start location of the level
|
start location of the level
|
||||||
@ -101,7 +96,7 @@ level ideas:
|
|||||||
- office building
|
- office building
|
||||||
- plasma bots guarding a big stock (store) of plasma ammo
|
- plasma bots guarding a big stock (store) of plasma ammo
|
||||||
- warrior (enemy) right before the player at the start of the level
|
- 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,
|
so that the player can kill them by stepping between them, letting them fire,
|
||||||
then stepping back, making them kill each other
|
then stepping back, making them kill each other
|
||||||
- enemy trapped between barrels
|
- enemy trapped between barrels
|
||||||
@ -112,37 +107,36 @@ level ideas:
|
|||||||
(for fun)
|
(for fun)
|
||||||
- exploders in a maze, hiding behind corners
|
- exploders in a maze, hiding behind corners
|
||||||
- teleport leading to a center of big room full of enemies
|
- 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
|
picture
|
||||||
- squeezers with low-elevated base (a hole), on a side of a corridor -- if the
|
- 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
|
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
|
many of them while one is in fact an elevator, which the player has to spot
|
||||||
and take in order to advance
|
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
|
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
|
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
|
bottom, looking like an actual elevator in buildings
|
||||||
- player goes through a difficult platformer section and at the end has to make
|
- player goes through a difficult platformer section and at the end has to make DONE
|
||||||
a choice between going to the left and right by jumping in either direction,
|
|
||||||
takes card and has to go through the whole section again in order to also
|
takes card and has to go through the whole section again in order to also
|
||||||
take the other one
|
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
|
giving an impression of a shaking, unstable platform
|
||||||
- warrior and/or exploder right behing doors
|
- warrior and/or exploder right behing doors
|
||||||
- tight maze made of barrels filled with warriors in which the player has to
|
- 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
|
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
|
the enemy is "trapped" on it and only appears briefly to shoot at the player
|
||||||
- barrel on elevator
|
- barrel on elevator
|
||||||
- platforming vertical section in which the player is going upwards out of a big
|
- platforming vertical section in which the player is going upwards out of a big
|
||||||
hole
|
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
|
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
|
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
|
- small pyramid from diffetently elevated floor tiles
|
||||||
|
|
||||||
bugs:
|
bugs:
|
||||||
@ -176,6 +170,16 @@ done:
|
|||||||
- let player start with 100 HP, but allow for collecting a higher amount, e.g.
|
- let player start with 100 HP, but allow for collecting a higher amount, e.g.
|
||||||
up to 150.
|
up to 150.
|
||||||
- limit maximum ammo amounts
|
- 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:
|
scratched:
|
||||||
- try to make z-buffer 3 line instead of 1D, possibly like this (to keep
|
- 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
|
- in pixel funct do something like
|
||||||
if (pixel->y % X == 0 && pixel->y != 0)
|
if (pixel->y % X == 0 && pixel->y != 0)
|
||||||
write to z-buffer
|
write to z-buffer
|
||||||
|
- open door by shooting at them?
|
||||||
|
- add jump pads?
|
||||||
|
- add "pletivo" transparent wall texture?
|
||||||
|
Loading…
Reference in New Issue
Block a user