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: 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
@ -109,40 +104,39 @@ level ideas:
square from which the player has to jump down and won't be able to return, square from which the player has to jump down and won't be able to return,
making it a de-facto one-way teleport making it a de-facto one-way teleport
- teleports placed so that the player can shoot himself with a rocket or plasma - 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 - 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?