mirror of
https://gitlab.com/drummyfish/anarch.git
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179 lines
8.3 KiB
Plaintext
179 lines
8.3 KiB
Plaintext
general:
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- weapon autoswitch: when a stronger weapon becomes available via picking up
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ammo, maybe it should automatically be switched to (could have disable
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setting)
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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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- music:
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Probably just one long music track playing over and over -- KISS. The frontend
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could have a callback function play_music_bar(n) which would be called by the
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backend, the music track would be in sounds.h.
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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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When a level is finished, the state at the beginning of the next one (health,
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ammo, time, ...) is automatically saved and can be restored via load option in
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the menu. This save as well as some other things (game progress, inagme
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settings, ...) will be preserved even adter game restart if the platform
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implements a saving function.
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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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- optioal graphics enhance: vertical wall shading ("ambient occlusions")?
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- option for disabling wall transparency, for performance?
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- open door by shooting at them?
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level ideas:
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- outline:
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1. City, player sees the big Macrochip building (a smaller one) in the
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distance and has to get to its entrance. Beginning of the level is linear
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and serves as a tutorial, things like exploding barrels or acess cards are
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explained.
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2. Inside Macrochip smaller building. End leads to an elevator that goes
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under the ground.
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3. Warehouse:
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4. Factory:
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5. Small boss level:
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6. City, player is on the other side of the smaller Macrochip building, the
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level partially overlaps with level 1, but the player can now go further.
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Big Macrochip HQ (skyscraper) is seen in the distance, player has to get
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to its entrance.
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7. Inside skyscraper, 1st floor.
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8. Inside skyscraper, higher floor.
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9.
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10. Final boss level: on top of the skyscraper, player climbs up in a spiral
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towards the roof. There is a boss (or two) on the top with a few smaller
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ones, the exit is blocked by a lot of trapped warriors which the player
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has to slowly kill, which means he has to first get rid of the other
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monsters.
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- ceiling with "holes" through which sky (background) can be seen -- can be done
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by having the ceiling texture set transparent and then alternating ceiling and
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no ceiling
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- boss level: skyscraper top, player goes upwards in a spiral along the OUTSIDE
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side of the skyscraper
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- two levels could partially overlap, e.g. level one, a city, could overlap
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with a later city level, the player could recognize he's e.g. on the other
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side of a channel or a wall that he was before
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- invisible maze
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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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- teleport at the bottom of a 1 square narrow hole, by jumping into the hole
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the player gets teleported
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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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- locked door that cannot be unlocked at the beginning of the level as a
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visual indication of entrance
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- elevator in a narrow (1 square) vertical hole with doors at the top and
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bottom, looking like an actual elevator in buildings
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- player goes through a difficult platformer section and at the end has to make
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a choice between going to the left and right by jumping in either direction,
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takes card and has to go through the whole section again in order to also
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take the other one
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- big platform made of elevators that moving in a short vertical distance,
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giving an impression of a shaking, unstable platform
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- warrior and/or exploder right behing doors
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- tight maze made of barrels filled with warriors in which the player has to
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only use knife in order not to explode the barrels and hurt himself
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- enemy on an elevator that doesn't stop at aligned with the floor, so that
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the enemy is "trapped" on it and only appears briefly to shoot at the player
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- barrel on elevator
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- platforming vertical section in which the player is going upwards out of a big
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hole
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- level with a lot of closed doors, done by including a door texture in the
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level wall textures and then sing it for "fake" doors
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- invisible bridge (perhaps not straight) made of bleckers (invisible walls)
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over a hole, leading to an easter egg
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- start of level: a corner blocked by an invisible wall, to indicate entrance
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- small pyramid from diffetently elevated floor tiles
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bugs:
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done:
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- add headbob
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- add blinking
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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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- sounds
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- add enemy moving/dying sound
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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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- menu
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- GUI
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- make enemies not move through items:
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create a 2D bit array saying at which squares there are colliding items, then
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check collisions for both player and monsters against this array (elevate
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these squares for collisions only) -- will also be faster
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- more level prop items
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- let player start with 100 HP, but allow for collecting a higher amount, e.g.
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up to 150.
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- limit maximum ammo amounts
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scratched:
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- try to make z-buffer 3 line instead of 1D, possibly like this (to keep
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performance):
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- at compile time selct X = power of 2 closest to vertical resolution
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(or something like that)
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- in pixel funct do something like
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if (pixel->y % X == 0 && pixel->y != 0)
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write to z-buffer
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