TODO Before release: ==================== l2/l4 -- let physicist get show l2/l4 -- balance alien shooting behavior l2 -- move doors to final behavior (break room one needs to be locked) l2 -- re-activate opening cutscene l2 -- initial shield up in alien hallway KNOWN BUGS: =========== + shooting through shield is broken (it's worse when facing right) need a +2 in the collision code somewhere probably + 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 (?) + L2 vent -- we fall behind the vent No easy way to fix that unless we split if off from the friend drawing code, or change the Z order of the friend MISSING SPRITES: ================ + physicist run+jumping + physicist swimming + beast tripping + alien running + friend running + alien punching animation BEHAVIOR DIFFERENCES: ===================== + 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 * alien guard behavior: - will punch you if you get too close - become alert if they hear an explosion - l4, if you draw gun (but not fire) guard won't shoot you, but instead will yell at you a bit - l2 first battle has very elaborate behavior with an ofscreen battle and your friend running back, and eventually more waves of aliens will come after you - l2/room5: alien appears to left of door. Works on panel to unlock it, comes in and bothers friend after we call down. also I think if you wait long enough more aliens appear if you try to go left. - should be able to crouch/shoot - should be able to blast/shield * 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 + Level/Checkpoint 1 * 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 too close but then you pull away - beast should climb hill in rope room better - beast has shadow when standing * slugs: - slugs possibly can fall due to earthquake? - they should explode away from kick currently always explode right + 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) + Level/Checkpoint #5 * Allow falling into first pit FUTURE WORK: ============ * Intro + add Mockingboard music * L1 pool + adjust tentacle to not go off edge of screen + adjust x position of tentacle grab * l2 vent room + Make guard appear