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45 lines
1.5 KiB
Plaintext
45 lines
1.5 KiB
Plaintext
- 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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- GUI
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- menu
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- more level prop items
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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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- save/load (optional)
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- more levels
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- disable transparency for walls for performance (setting)?
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- replace textures in distace with constant color for performance (setting)?
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- add time slowdown constant
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- if space left, try blurring (lerp) the level background, see how it looks
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- some monsters could reflect plasma, i.e. not be hurt by it, but reflect it
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back towards the player
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- compile with different compilers (gcc, clang, musl, ...) and settings, make
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a build script that creates multiple binaries (with different combinations of
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compilers and settings)
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- run on raspbery pi
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- add jump pads?
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- add robot deactivator item? (encourages "stealth" gameplay)
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- add "pletivo" transparent wall texture?
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- add universal corpse sprite?
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- easter egg(s)
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bugs:
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done:
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- add headbob
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- make zBuffer 8bit only?
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- texture coords of floor walls should start from the floor? NO, CAUSES ISSUES
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- vertical visual noise when standing on elevator
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- sprite positioning inccuracy
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- try to compress images: store images as 4 bits per pixel + 16 color palette
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(subset of the 256 color palette), check if performance stays ok
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- custom font
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- make barrels explode.
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- enemies
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- weapons
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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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- check if monsters are hit by bullets from completely up close
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