diff --git a/ootw/TODO b/ootw/TODO index 6a140b17..cccd6370 100644 --- a/ootw/TODO +++ b/ootw/TODO @@ -1,4 +1,5 @@ -Before release: +TODO Before release: +==================== general -- fix laser collision detection. add detection of shields @@ -13,6 +14,10 @@ Before release: L1 -- fix beast ending L1 -- have beast collapse L1 -- fix slugs + + slugs on ceiling drop + + adjust slug attack range + + spawn new slugs in 2nd room + + be sure can jump over slugs L2 -- add doors L2 -- disable door/powerline by shooting wall @@ -20,64 +25,111 @@ Before release: L2 -- add minimal friend AI L2 -- add way to leave L2 to L3 -- on cart screen, cart is still there at edge of screen? + + Implement end scene L5 -- add ending scenes? + Show some pictures + Do ending + Play music? intro -- add music? BEHAVIOR DIFFERENCES: +===================== -alien guard behavior: - + will punch you if you get too close - + l4, if you draw gun (but not fire) guard won't shoot you, - but instead will yell at you a bit ++ General differences + * physicist behavior: + - should be separate sprites for left/right + (not one flipped sprite) + - actual game has much more variety of movement positions + - if have gun, should be visible when running. Hard to do + this in a way that looks right -gun behavior: - + doors/walls should explode outward away from blast - *unless* there is another door/wall behind it - + laser should show sparks when hits shields/walls - + shield cannot be placed if room/floor wrong - + shield collapse animation if blown up with blast + * alien guard behavior: + - will punch you if you get too close + - l4, if you draw gun (but not fire) guard won't shoot you, + but instead will yell at you a bit -door behavior: - + blasted doors, the remains appear partly in front + * gun behavior: + - doors/walls should explode outward away from blast + *unless* there is another door/wall behind it + - laser should show sparks when hits shields/walls + - shield cannot be placed if room/floor wrong + - shield collapse animation if blown up with blast + + * door behavior: + - blasted doors, the remains appear partly in front -+ L1 - - underwater there is a water-motion effect - - bubble motion is fancier in real thing - - get out of water, you face forward unless key pressed - (we don't have a forward sprite as it looks weird) - - arrival, the beast movement seems to depend on your xpos? - - small things like birds flying are not implemented - - beast on hill and 2nd screen -- complex, only appears if - you happen to leave same time beast does? then movement - depends on xposition? - - earthquake should happen while on rope - - sometimes falling rocks can follow you to next screen - - beast can/should trip and fall if it gets close in the pool - room while running? ++ Level/Checkpoint 1 -+ L2 - - gun movement: gun is held by head when running - - separate left facing vs right facing sprites - - Level end: you should fall/scroll halfway down the shaft, then roll - a bit before falling into L3 + * underwater: + - underwater in game there is a subtle water-motion effect + - bubble motion is fancier in real thing + + * by the pool: + - get out of water, you face forward unless key pressed + (we don't have a forward sprite as it looks weird) + - arrival, the beast movement seems to depend on your xpos? + - small things like birds flying are not implemented + + * caverns: + - beast on hill and 2nd screen -- complex, only appears if + you happen to leave same time beast does? then movement + depends on xposition? + - sometimes falling rocks can follow you to next screen + + * rope: + - earthquake should happen while on rope + + * beast: + - beast can/should trip and fall if it gets close in the pool + room while running? + + + + ++ Level/Checkpoint 2 + + * cage room: + - in game, after some time the guard calms down + + * jail: + - in actual game, foreground animations can continue + to next screen? + - flashes on wall from gunfire in neighboring room + + * level end: + - you should fall/scroll halfway down the shaft, then roll + a bit before falling into L3 + + * Elevator: + - should be able to change elevator direction mid-floor + - Elevator should shoot sparks every 20 frames or so + + * View: + - does music play when looking at city? + Not original Amiga version + ++ Level/Checkpoint #3: + * Actual game shakes the camera when you hit the ground after falling + ++ Level/Checkpoint #4: + * Implement guard (shooting, taunting) KNOWN BUGS: +=========== + + ootw: pool monster grabs you a edge of pool (glitch) + intro: there's still a bit of a pause when the elevator door finishes opening ++ running: Missing one running frame (?) -TODO: - -General: - -* Movement: - + running: Missing one running frame (?) +FUTURE WORK: +============ * sprites_to_draw: + physicist run+jumping + physicist swimming @@ -86,67 +138,11 @@ General: + friend walking + friend running -* underwater: - + ripples in water - -* pool: - + background of beast moving off +* L1 pool + adjust tentacle to not go off edge of screen + adjust x position of tentacle grab -* cavern: - + slugs on ceiling drop - + background of beast moving off ? - + adjust slug attack range - -* beast: - + hook up beast ending cutscene - + compress/transparency beast ending cutscene - + add beast tripping - -* rope_room: - + re-enable earthquake while swinging - + speed up background if possible - - -Level/Checkpoint #2: - -* general - + If aliens catch you, they punch you - + Shields disappear if you leave the room - + Alien AI - + Gun sprites/action - + Implement door - + Implement end scene - + Shoot the wire in the basement - -* cage room: - + in game, after some time the guard calms down - -* Jail: - + flashes from gunfire in neighboring room - + Implement enemies - + death animation - + in actual game foreground enemies can continue to next screen - -* Elevator: - + Elevator can change direction mid-floor - + Elevator should shoot sparks every 20 frames or so - -* View: - + music play when viewing city? - -Level/Checkpoint #3: - + Actual game shakes the camera when you hit the ground after falling - -Level/Checkpoint #4: - + Implement guard (shooting, taunting) - + Disable keyboard while in the recharger - Level/Checkpoint #5: + Allow falling into first pit -Pictures/Ending - + Show some pictures - + Do ending - + Play music? 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