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ootw: update TODO
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ootw/TODO
188
ootw/TODO
@ -1,4 +1,5 @@
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Before release:
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TODO Before release:
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====================
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general -- fix laser collision detection.
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add detection of shields
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@ -13,6 +14,10 @@ Before release:
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L1 -- fix beast ending
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L1 -- have beast collapse
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L1 -- fix slugs
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+ slugs on ceiling drop
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+ adjust slug attack range
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+ spawn new slugs in 2nd room
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+ be sure can jump over slugs
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L2 -- add doors
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L2 -- disable door/powerline by shooting wall
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@ -20,64 +25,111 @@ Before release:
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L2 -- add minimal friend AI
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L2 -- add way to leave L2 to L3
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-- on cart screen, cart is still there at edge of screen?
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+ Implement end scene
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L5 -- add ending scenes?
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Show some pictures
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Do ending
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Play music?
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intro -- add music?
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BEHAVIOR DIFFERENCES:
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=====================
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alien guard behavior:
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+ will punch you if you get too close
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+ l4, if you draw gun (but not fire) guard won't shoot you,
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but instead will yell at you a bit
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+ General differences
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* physicist behavior:
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- should be separate sprites for left/right
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(not one flipped sprite)
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- actual game has much more variety of movement positions
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- if have gun, should be visible when running. Hard to do
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this in a way that looks right
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gun behavior:
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+ doors/walls should explode outward away from blast
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*unless* there is another door/wall behind it
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+ laser should show sparks when hits shields/walls
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+ shield cannot be placed if room/floor wrong
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+ shield collapse animation if blown up with blast
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* alien guard behavior:
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- will punch you if you get too close
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- l4, if you draw gun (but not fire) guard won't shoot you,
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but instead will yell at you a bit
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door behavior:
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+ blasted doors, the remains appear partly in front
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* gun behavior:
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- doors/walls should explode outward away from blast
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*unless* there is another door/wall behind it
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- laser should show sparks when hits shields/walls
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- shield cannot be placed if room/floor wrong
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- shield collapse animation if blown up with blast
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* door behavior:
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- blasted doors, the remains appear partly in front
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+ L1
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- underwater there is a water-motion effect
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- bubble motion is fancier in real thing
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- get out of water, you face forward unless key pressed
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(we don't have a forward sprite as it looks weird)
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- arrival, the beast movement seems to depend on your xpos?
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- small things like birds flying are not implemented
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- beast on hill and 2nd screen -- complex, only appears if
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you happen to leave same time beast does? then movement
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depends on xposition?
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- earthquake should happen while on rope
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- sometimes falling rocks can follow you to next screen
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- beast can/should trip and fall if it gets close in the pool
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room while running?
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+ Level/Checkpoint 1
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+ L2
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- gun movement: gun is held by head when running
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- separate left facing vs right facing sprites
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- Level end: you should fall/scroll halfway down the shaft, then roll
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a bit before falling into L3
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* underwater:
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- underwater in game there is a subtle water-motion effect
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- bubble motion is fancier in real thing
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* by the pool:
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- get out of water, you face forward unless key pressed
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(we don't have a forward sprite as it looks weird)
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- arrival, the beast movement seems to depend on your xpos?
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- small things like birds flying are not implemented
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* caverns:
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- beast on hill and 2nd screen -- complex, only appears if
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you happen to leave same time beast does? then movement
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depends on xposition?
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- sometimes falling rocks can follow you to next screen
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* rope:
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- earthquake should happen while on rope
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* beast:
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- beast can/should trip and fall if it gets close in the pool
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room while running?
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+ Level/Checkpoint 2
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* cage room:
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- in game, after some time the guard calms down
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* jail:
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- in actual game, foreground animations can continue
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to next screen?
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- flashes on wall from gunfire in neighboring room
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* level end:
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- you should fall/scroll halfway down the shaft, then roll
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a bit before falling into L3
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* Elevator:
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- should be able to change elevator direction mid-floor
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- Elevator should shoot sparks every 20 frames or so
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* View:
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- does music play when looking at city?
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Not original Amiga version
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+ Level/Checkpoint #3:
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* Actual game shakes the camera when you hit the ground after falling
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+ Level/Checkpoint #4:
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* Implement guard (shooting, taunting)
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KNOWN BUGS:
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===========
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+ ootw: pool monster grabs you a edge of pool (glitch)
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+ intro: there's still a bit of a pause when the elevator door finishes opening
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+ running: Missing one running frame (?)
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TODO:
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General:
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* Movement:
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+ running: Missing one running frame (?)
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FUTURE WORK:
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============
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* sprites_to_draw:
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+ physicist run+jumping
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+ physicist swimming
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@ -86,67 +138,11 @@ General:
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+ friend walking
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+ friend running
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* underwater:
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+ ripples in water
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* pool:
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+ background of beast moving off
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* L1 pool
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+ adjust tentacle to not go off edge of screen
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+ adjust x position of tentacle grab
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* cavern:
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+ slugs on ceiling drop
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+ background of beast moving off ?
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+ adjust slug attack range
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* beast:
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+ hook up beast ending cutscene
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+ compress/transparency beast ending cutscene
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+ add beast tripping
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* rope_room:
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+ re-enable earthquake while swinging
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+ speed up background if possible
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Level/Checkpoint #2:
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* general
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+ If aliens catch you, they punch you
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+ Shields disappear if you leave the room
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+ Alien AI
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+ Gun sprites/action
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+ Implement door
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+ Implement end scene
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+ Shoot the wire in the basement
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* cage room:
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+ in game, after some time the guard calms down
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* Jail:
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+ flashes from gunfire in neighboring room
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+ Implement enemies
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+ death animation
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+ in actual game foreground enemies can continue to next screen
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* Elevator:
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+ Elevator can change direction mid-floor
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+ Elevator should shoot sparks every 20 frames or so
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* View:
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+ music play when viewing city?
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Level/Checkpoint #3:
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+ Actual game shakes the camera when you hit the ground after falling
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Level/Checkpoint #4:
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+ Implement guard (shooting, taunting)
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+ Disable keyboard while in the recharger
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Level/Checkpoint #5:
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+ Allow falling into first pit
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Pictures/Ending
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+ Show some pictures
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+ Do ending
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+ Play music?
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